Rifter #73: Palladium Megaverse Guide
Rifter #73: Palladium Megaverse Guide
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P alladiu m B ook s® – 3 5 Y ears of E x plorin g th e M egaverse®
Warning!
Violence and the Supernatural
The fictional worlds of Palladium Books® are violent, deadly and filled with supernatural monsters.
Other-dimensional beings, often referred to as “demons,” torment, stalk and prey on humans. Other alien
life forms, monsters, gods and demigods, as well as magic, insanity, and war are all elements in these
books.
Some parents may find the violence, magic and supernatural elements of the games inappropriate for
young readers/players. We suggest parental discretion.
Please note that none of us at Palladium Books® condone or encourage the occult, the practice of
magic, the use of drugs, or violence.
All rights reserved, world wide, under the Universal Copyright Convention. No part of this book may be reproduced in part or whole,
in any form or by any means, without permission from the publisher, except for brief quotes for use in reviews. All incidents, situations,
institutions, governments and people are fictional and any similarity, without satiric intent, of characters or persons living or dead, is
strictly coincidental.
Robotech® and Robotech® The Shadow Chronicles® are Registered Trademarks of Harmony Gold USA, Inc.
Palladium Books®, Rifts®, The Rifter®, Chaos Earth®, Coalition Wars®, After the Bomb®, Dead Reign®, The Mechanoids®,
The Mechanoid Invasion®, Megaverse®, Nightbane®, Palladium Fantasy Role-Playing Game®, Phase World®, Powers Unlimited®,
RECON®, and Splicers® are registered trademarks owned and licensed by Kevin Siembieda and Palladium Books Inc.
The slogan “A Megaverse of adventure – limited only by your imagination,” RPG Tactics, and titles and names such as Bizantium
and the Northern Islands, Armageddon Unlimited, Aliens Unlimited, Arzno, Atorian Empire, ARCHIE-3, Beyond Arcanum, Beyond
the Supernatural, BTS-2, Brodkil, Biomancy, Biomancer, Bio-Wizardry, ‘Burbs, ‘Borg, ‘Bot, Dimensional Outbreak, Dinosaur Swamp,
Dyval, Elf-Dwarf War, Heroes Unlimited, I.S.P., Land of the Damned, Lazlo, Victor Lazlo, Lazlo Agency, Lazlo Society, Palladium
of Desires, C.A.M.E.L.O.T., Chi-Town, CS, Coalition States, Cosmo-Knight, Crazy, Cyber-Knight, D-Bee, Dark Day, Dead Boy, Doc
Reid, Dog Boy, Dog Pack, Dweomer, Emperor Prosek, Erin Tarn, Fadetown, Free Quebec, Gadgets Unlimited, Gargoyle Empire, Glit-
ter Boy, Gramercy Island, Hardware Unlimited, Heroes of the Megaverse, Heroes Unlimited, HU2, Juicer, Ley Line Walker, M.D.C.,
Mechanoid Space, Mega-Damage, Mega-Hero, Megaversal, MercTown, Minion War, Morphus, Mutant Underground, Mysteries of
Magic, Merc Ops, Naruni, Naruni Enterprises, NEMA, Ninjas & Superspies, NGR, Northern Gun, The Nursery, P.P.E., Powers Unlim-
ited, Psi-Stalker, Psyscape, SAMAS, S.D.C., Secrets of the Coalition States, Shifter, Siege on Tolkeen, Skelebot, Skraypers, Sorcerer’s
Forge, Splugorth, Splynncryth, Splynn, Techno-Wizard, Temporal Magic, Temporal Wizard, The Disavowed, Three Galaxies, Tome
Grotesque, Triax, Vampire Kingdoms, Warpath: Urban Jungle, Void Runners, Wilk’s, Wolfen, Wolfen Wars, Wormwood, Wulfen,
Xiticix, and other names, titles, slogans, and the likenesses of characters are trademarks owned by Kevin Siembieda and Palladium
Books Inc.
The Rifter® #73 is part of an RPG sourcebook series published by Palladium Books Inc., 39074 Webb Court, Westland, MI 48185.
Printed in the USA by McNaughton & Gunn of Saline, Michigan.
2
Palladium Books® Presents:
#73
Sourcebook and Guide to the Palladium Megaverse®
Special Thanks to all our contributors, writers and artists this issue, especially new contributors. Our apologies
to anybody who may have gotten accidentally left out or their name misspelled.
4
Page 58 – The Cult of Brulyx in Detroit The Rifter® needs new material, especially when it comes to
Artwork by Nick Bradshaw and Michael Mumah. adventures and source material, for all of our game lines, espe-
cially Rifts®, Chaos Earth®, Palladium Fantasy RPG®, Heroes
Page 63 – I am Legion, Part Two Unlimited™, Ninjas and Superspies™, Beyond the Supernatu-
– Official adventure & source material for Splicers® ral™, Dead Reign®, Splicers® and Nightbane®.
Pay is lousy, fame is dubious, but you get to share your ideas
Chris Kluge, Lance Colley and Charles Walton II team up to
and adventures with fellow gamers and get four free copies to
present the next chapter of I Am Legion, an episodic adventure
show to your friends and family.
ushering in the new rogue Nexus personality, Legion. To her,
humans are precious, and she seeks to unify man and machine
The Cover
in her own twisted way. Though Legion desires to bring about
the ultimate peace, she only creates more turmoil and bloodshed. The cover is by Michael Wilson. It depicts Grandelson the
Five years in the making. Designed as a special release. Special Mad aloft on his Risinor Dragon Stallion (see page 43 for de-
thanks to Jeff Ruiz, Lance Colley and Todd Spencley for their as- tails), menacing the target of his latest rage.
sistance and input.
Page 68 – Intercepted Optional and Unofficial Rules & Source Material
Page 69 – It just keeps getting worse This special issue of The Rifter® contains ALL official source
Page 70 – Sweeper O.C.C. material.
Page 73 – Shellback Armor Most issues present “unofficial” and “optional” rules and
Page 76 – New War Mounts source material. “Unofficial” material is alternative ideas, home-
Page 76 – Griffin spun adventures and material mostly created by fellow gamers
Page 79 – Skull Cracker and fans like you, the reader. Things one can elect to include in
Page 82 – New O.C.C. Specialty Upgrades one’s own campaign or simply enjoy reading about. They are not
Page 82 – Dreadnaught “official” to the main games or world settings.
Page 86 – Mauler Gorehounds As for optional tables and adventures, if they sound cool or
Page 87 – Shocker fun, use them. If they sound funky, too high-powered or inap-
Page 88 – Shredder propriate for your game, modify them or ignore them completely.
Page 89 – Warlord Tristan Artemis All the material in The Rifter® has been included for two
Page 90 – Ailuros, Host Armor of Warlord Artemis reasons: One, because we thought it was imaginative and fun,
Page 92 – Drake Benton, Archangel and two, we thought it would stimulate your imagination with
Page 94 – Shauna Davies, Senior Sweeper fun ideas and concepts that you can use (if you want to), or which
Page 95 – Janus Ambush Team might inspire you to create your own wonders.
Artwork by Charles Walton II.
[Link] – Palladium Online
The Theme for Issue 73
The theme of The Rifter® #73 is secret revealed, with a heavy
dose of magic and monsters. We hope you enjoy the fact that this
The Rifter® #74
entire issue contains “official” and significant source material for The Rifter® #74, Spring issue offers more “official” and un-
your gaming enjoyment. Use them well. official new source material for Rifts® and other Palladium RPG
settings.
The Rifter® Needs You ! Rifts®: The Town of Moorcroft, Wyoming – “official”
source material.
We need new writers and artists to fill the next few decades
of The Rifter®. You do not need to be a professional writer to
! Splicers® – I Am Legion, Part 3, “official” source material.
contribute to The Rifter®. This publication is like a “fanzine,”
! Optional source material for 2-4 other settings.
written by fans for fans. A forum in which gamers just like you
! More gaming advice.
can submit articles, G.M. advice, player tips, house rules, adven-
! News, coming attractions, product descriptions and more.
tures, new magic, new psionics, new super abilities, monsters,
! 96 pages – $13.95 retail – Cat. No. 174. Spring issue.
villains, high-tech weapons, vehicles, power armor, short works
of fiction and more. So think about writing up something short One game system – infinite possibilities
(even something as small as 4-6 pages). Newcomers and regular
contributors are always welcome.
limited only by your imagination™
7
2016 Conventions Location: Renaissance Schaumburg Convention Center Hotel in
Schaumburg, Illinois, (Chicago area).
Here are a selection of conventions running Palladium events Website: [Link]
in the first 4 months of the year (plus a couple of big events). Supporting: Wargames and tabletop gaming. Palladium Books®
Most have Palladium gaming events every year and are always is in attendance with a booth selling the Robotech® RPG Tac-
looking for Game Masters to run more games and new people to tics™ main box game, RRT expansion packs, exclusive figures,
join the fun the next year. and role-playing game products, as well as running demos, hav-
ing display pieces and being available to chat. We are hoping
Strategicon – February 12-15, 2016 to bring RRT co-game-designer Carmen Bellaire with us to run
Convention Name: Strategicon – Orccon. RRT demos and chat with gamers.
Dates: February 12-15, 2016; Presidents’ Day weekend.
Location: Los Angeles, California. International Tabletop Day Event Hosted by
Website: [Link] RAGECon – April 30, 2016
Supporting: Role-playing games and a major Robotech® RPG
Convention Name: RAGECon – International Tabletop Day.
Tactics™ Build and Paint Workshop and Robotech® RPG Tac-
Dates: April 30, 2016, plus in-store RPG games within the next
tics™ Tournaments. Note: Last year’s RRT tournaments were
few months.
300 and 1000 points each. Anticipating 76+ participants for the
Location: Reno, Nevada.
RRT tournament thus far.
Website: [Link]
Contact for Details & Registration: stratcon_ccgs@strategi-
Supporting: Role-playing games, including Rifts® and Ninjas
[Link]
& Superspies games on 4/30/2016. In-store games hosted by a
Palladium Books Megaversal Ambassador. Coming in the next
Katsucon – February 12-14, 2016
few months, game events for Dead Reign®, Heroes Unlimit-
Convention Name: Katsucon 2016. ed™, Ninjas & Superspies™, Rifts® and Splicers®.
Dates: February 12-14, 2016. Contact for Details & Registration: Ask for Jeff at event@
Location: National Harbor, Maryland. [Link].
Website: [Link]
Supporting: Anime, Cosplay, Role-Playing Games and Comics. Anime North – May 26-29, 2016
Palladium Books® in exhibitor area
Pensacon – February 19-21, 2016
– Kevin Siembieda and Chuck Walton Guests
Convention Name: Pensacon. Convention Name: Anime North.
Dates: February 19-21, 2016. Dates: May 26-29, 2016 (Memorial Day Weekend).
Location: Pensacola, Florida. Location: Toronto, Ontario, Canada.
Website: [Link] Website: [Link]
Supporting: Role-playing games; including Rifts® and Palla- Supporting: Anime, Cosplay, Role-Playing Games and Comic
dium Fantasy RPG® events hosted by Palladium Books Mega- Books. Palladium Books® will be there with a booth selling the
versal Ambassadors. Robotech® RPG Tactics™ main box game, RRT expansion
packs, exclusive figures, and role-playing game products, as well
SaltCON – March 3-5, 2016 as running demos, having display pieces and being available to
Convention Name: SaltCON. chat.
Dates: March 3-5, 2016. Kevin Siembieda and Charles Walton II are guests at the 2016
Location: Layton, Utah. Anime North. A few other Canadian Palladium creators may
Website: [Link] also be in attendance at the Palladium booth in the gaming hall.
Supporting: Role-playing games. Anime North is one of the largest and longest running anime con-
ventions in North America, with 26,000+ in attendance in 2016.
CoastCon 39 – March 4-6, 2016 The range of special guests, voice talent and cosplay is amazing.
If you are attending Anime North, please drop by the booth to say
Convention Name: CoastCon 39.
hello or sit in on any of Kevin’s panel talks about game design,
Dates: March 4-6th, 2016.
licensing and Hollywood, writing, world building and others. We
Location: Biloxi, Mississippi.
love this event and highly recommend it. Tickets sell out fast, so
Website: [Link]
order yours and book a hotel room immediately.
Supporting: Role-playing games and miniature games: 70% at-
tendees are gamers!
RAGECon – June 24-26, 2016
Contact for Details & Registration: gaming@[Link]
Convention Name: RAGECon 2016.
AdeptiCon – March 31-April 3, 2016 Dates: June 24-26, 2016.
Location: Reno, Nevada.
Palladium Books® in exhibitor area
Website: [Link]
Convention Name: AdeptiCon.
Supporting: Role-playing games, including Rifts®, Heroes Un-
Dates: March 31-April 3, 2016.
limited™, Ninjas & Superspies™ and Splicers®.
8
Contact for Details & Registration: Ask for Jeff at event@
[Link]. Coming
Attractions
2016 Gen Con Indy – August 4-7
Gen Con is the biggest gaming convention in the country. Pal-
ladium Books will be there as usual with products to sell and a
gaggle of creators to sign books and chat. And thanks to volunteer
Game Masters working through the Palladium Megaversal Am-
Palladium’s 2016 Release Checklist
bassador program there should be 40+ Palladium Gaming events. Available Now
Convention Name: Gen Con Indy.
Dates: August 4-7, 2016. - Rifts® Chaos Earth® Resurrection™
Location: Indianapolis, Indiana. - Rifts® Chaos Earth®: Rise of Magic™
Website: [Link] - Robotech®: Expeditionary Force Marines™
Supporting: ALL types of gaming; role-playing games, board - The Rifter® #71 & #72, Double Issue
games, miniature games/war games, card games, videogames and
more, plus cosplay and guests by the dozens. We love this event February 2016 Releases
and highly recommend it. Tickets sell out fast, so order yours and - The Rifter® #73, Official Source Material
book a hotel room immediately. - Rifts® Heroes of Humanity™
Palladium Books will be there in the Exhibit Hall, and dozens
of Palladium games are part of the schedule of events. Guests at Coming in 2016
the Palladium Booth include Kevin Siembieda (game designer,
- Rifts®, The Coalition States: Heroes of Humanity™ Source-
author, founder), Wayne Smith (editor), Charles Walton II (art-
book by Kevin Siembieda and Matthew Clements – in final
ist), Brandon Aten (author) and others (to be added).
production right now. Ships February or March.
- Rifts® The Disavowed™ Sourcebook by Kevin Siembieda
Megaversal Ambassador and Matthew Clements – in production right now. Ships
March or April.
Program is surging - The Rifter® #74 – Spring issue – 96 pages. Ships April or
Megaversal Ambassadors are Palladium’s growing network of May.
volunteer Game Masters who run games and tournaments across - Rifts® Secrets of the Atlanteans™ Sourcebook by Carl Gle-
the United States, Canada and abroad. If you like running gam- ba – Spring, 2016.
ing events and demos at conventions and stores, and you are not - Rifts® Haunted Tech™ sourcebook by Kevin Siembieda –
already part of the MA Program, please think about becoming Spring or Summer.
an “official” ambassador for Palladium Books. Contact the Pal- - Garden of the Gods™, a Palladium Fantasy RPG® Source-
ladium Megaversal Ambassadors at ambassadors@palladium- book by Kevin Siembieda – Spring.
[Link] — or by telephone (734-721-2903). - Lopan™, a Palladium Fantasy RPG® Adventure Source-
book by Glen Evans, additional material by Kevin Siembieda
Palladium Collectibles in my – Summer or Fall.
- Dead Reign® Sourcebook: Hell Followed™ by Taylor White
Online Toy & Collectibles Store – a large, juicy, 160 page sourcebook. Spring or Summer.
Palladium collectibles, hardcovers, out of print titles, origi- - The Rifter® #75 – Summer issue.
nal artwork and toys and items from my personal collection are - Chaos Earth® First Responders (more than you may imag-
all available on my ebay store. We add items on a regular ba- ine)
sis and offer sales, so check it out from time to time. Includes - Splicers® Sourcebooks
one-of-a-kind original artwork, prints, Rifts® and Robotech® - Heroes Unlimited™ Sourcebooks
artwork by Kevin Long, me and others. There is also a range of - Beyond the Supernatural™ sourcebooks
limited editions, rare book titles and limited edition hardcovers, - Robotech® RPG sourcebooks
toys and more available with frequent new items added. Items - Robotech® RPG Tactics™ Wave 2 expansions packs
include original art, out of print titles, redlined proofreader pho- - Robotech® RPG Tactics™ source material and events.
tocopies signed by me and the staff, signed manuscripts with - Rifts® World Books and Sourcebooks, including Rifts® So-
editors’ corrections, some original art, hardcover books (includ- vietski, Rifts® Antarctica, Rifts® New Navy, and others.
ing Rifts® Lemuria, Northern Gun™ One, Northern Gun™ - And some surprises ...
Two, Megaverse® in Flames™, Beyond the Supernatural™
Palladium RPGs are available in many hobby and game
Gold, Rifts® Machinations of Doom™ Gold and Rifts® Ul-
stores around the world. We encourage people to support their
timate Gold), hundreds of toys and action figures, all from my
local stores. Going to a store enables you to see the product be-
personal archives and collection. Take a look every weekend or
fore purchasing it, and many stores are happy to place special or-
two for new items added.
ders for you, provided you pay in advance, enabling you to avoid
[Link] the cost of shipping and possible damage in the mail.
9
Ordering from Palladium Books: You can also order direct- threaten the world. Learn about forgotten Crystal Magic (as pow-
ly from Palladium Books, but you will pay extra for shipping. For erful as Rune Weapons), the Church of Scar, the legendary Circle
customers with access to a computer, we highly recommend or- of Absolute Elemental Power and frightening prophecies about
dering online. This provides you with information about the most the end of the world.
recent releases and Palladium’s entire product catalog. It also ! The hidden Crystal Forest and Crystal Palace.
provides you the most accurate shipping costs and more shipping ! The Psychic Science of Magic and Crystals.
options. You can also order by telephone; 734-721-2903 (order ! New magic weapons and items.
line only). For customers without such access, use the following ! The Town of a Dozen Fracts, an adventure setting.
“mail order” process. ! The Silent Forest adventure.
1. Send the cost of the books or items being ordered. ! Quest for the Tombs adventure.
2. In the USA: Add $6 for orders totaling $1-$50 to cover ! The Old Kingdom Mountains and adventures.
shipping and handling. Add $12 for orders totaling $51-$95. Add ! The Valley at the Top of the World, an adventure setting.
$18 for orders totaling $96-$200. Note: For non-book products, ! The Island at the End of the World, an adventure setting.
including the Robotech® RPG Tactics™ box game and expan- ! Ancient ruins and additional places, people and secrets of
sion packs, add an extra $6 per $50 worth of product, on top of note.
the shipping amounts listed above. This is because non-book ! Written by Thomas Bartold. Additional text by Kevin
products cannot ship via Media Mail, and must use a more expen- Siembieda.
sive method of shipping. Outside the USA: Double the shipping ! First Edition rules. Requires some modification to use with
amount for orders going to Canada, and quadruple it for overseas Palladium Fantasy RPG®, Second Edition.
orders. Any and all additional costs incurred as a result of cus- ! 144 pages – $20.95 – Cat. No. 458. Available now.
toms fees and taxes are the responsibility of the foreign customer,
NOT Palladium Books.
3. Make checks or money orders payable to Palladium Books.
4. Please make sure to send us your complete and correct ad-
dress, including apartment number. Note: These costs are for the
least expensive and slowest method of shipping only. Allow 2-4
weeks for delivery. Order online or call the office for a superior
but more costly shipping method.
Back in Print!
Island at the Edge of the World™ NEW! Rifts® The Coalition States:
A Palladium Fantasy RPG® Sourcebook
You demanded it, so we have brought Island at the Edge of
Heroes of Humanity
the World™ back in stock as a short run, special printing. This In final production as this issue goes to print. The events un-
is the original Palladium RPG® sourcebook VI that utilizes First folding in World Book 35: Megaverse® in Flames threaten to
Edition rules. That said, it is very easy to adapt for use with Sec- change the entire landscape of Rifts® Earth as the demonic min-
ond Edition rules. ions of Hades and Dyval seek to bring Hell on Earth and turn the
Island at the Edge of the World™ reveals some of the little planet into a dimensional gateway to Armageddon!
known history of the Palladium World, the Time of a Thousand The Coalition States, along with Northern Gun and Lazlo, take
Magicks, the Changeling Inquisition, and dark secrets that could the lead in the defense of North America. Heroes of Humanity
10
explores the good and bad in the Coalition’s efforts to save hu- using magic, traveling to other parts of Rifts Earth and even to
manity and send this new threat back to the pits of Hell. other dimensions in pursuit of enemies and strategic information
! New Coalition weapons, armor and war machines. that cannot be had through conventional means. Learn about the
! The Coalition States: Are they heroes or villains? Or does secret parameters in which these hard-boiled warriors, secretly
it depend on whether you are human or not? hand-picked by Joseph Prosek II, operate, why almost every mis-
! Can the CS fight alongside mages and D-Bees if it means sion is considered a suicide mission, and why they must forever
saving the world? be the Disavowed.
! How is the CS dealing with the Minion War on Earth, their ! CS operatives so secret that even the top military and po-
battle plans, strategies and alliances. litical leaders right up to Emperor Prosek know nothing
! One plan to battle the Xiticix and who really pays the price. about them. And if they did know, would they condone
! Setting background, world information and many adven- their activity or condemn it?
ture ideas. ! Are the Disavowed heroes or renegades? Assassins or sol-
! Written by Kevin Siembieda, Matthew Clements and con- diers? Madmen or super-patriots? Or a little of them all?
tributors. ! Unsung heroes who keep the CS safe, or thugs and pawns
! 96 pages – $16.95 retail – Cat. No. 889. Ships February or of a shadow agency within the Coalition government?
March. ! What role does the Vanguard play in this group?
! How do they reward their D-Bee “teammates” when the
mission is over?
! What happens to the Disavowed when they have seen or
learned too much? Adventure ideas galore and so much
more.
! Written by Kevin Siembieda and Matthew Clements.
! 96 pages – $16.95 retail – Cat. No. 892. Ships March or April.
11
! The Republicans reveal themselves and take action. Yes, just drop into their ongoing games. A doorway to new possibili-
that means Chaos Earth NEMA O.C.C.s, robots and tech- ties and numerous Palladium role-playing worlds. It offers new
nology in Rifts® Earth. characters, O.C.C.s, powers, magic, weapons, adventure and
! Archie Three takes action behind the scenes, in a big way. ideas for your games. It presents new villains, monsters and dan-
! New menaces appear. gers to battle, and new ideas to consider. Every issue has material
! Haunted Tech gives new meaning to “ghost in the ma- for Rifts® and at least two or three other Palladium game lines.
chine.” But are they a godsend or a Pandora’s Box of new The Rifter® #74 – Spring, 2016:
danger? ! Rifts®: The Town of Moorcroft, Wyoming – “official”
! The new rules, powers and abilities for Haunted Tech will source material.
blow your mind. ! Splicers® – “official” source material.
! Adventure ideas, plot hooks and more. ! Optional source material for 2-4 other settings.
! Written by Kevin Siembieda. Additional ideas from ! More gaming advice.
Charles Walton II. ! News, coming attractions, product descriptions and more.
! Final page count, price and catalog number yet to be de- ! 96 pages – $13.95 retail – Cat. No. 174. Spring issue.
termined, but probably 96 pages – $16.95 retail. Spring or
Summer release.
12
The First Six Robotech® RPG Tactics™ Expansion Packs - Game Master kits and other resources.
are available to retail along with the main box game. Here are the - 120+ Palladium titles and more, with many more books to
SKUs and retail prices. come.
! UEDF Valkyrie Wing – Cat. No. 55201 – $36.95 retail. – Go to [Link] to see the full selection. But come
! UEDF Tomahawk/Defender Destroids – Cat. No. 55202 – back every month to see what new books have been added.
$32.95 retail. We are planning to do a lot.
! UEDF Spartan/Phalanx Destroids – Cat. No. 55203 –
$32.95 retail. COMING in 2016:
! Zentraedi Regult Battlepods – Cat. No. 55401 – $36.95 re-
tail.
Rifts® Chaos Earth® Sourcebook:
! Zentraedi Artillery Battlepods – Cat. No. 55402 – $36.95
retail.
First Responders
! Zentraedi Glaug Command – Cat. No. 55403 – $36.95 re- The Great Cataclysm has devastated civilization, but humanity
tail. fights for survival. The struggles of civilian law enforcement, fire
! Robotech® RPG Tactics™ Rulebook – Cat. No. 55105 – and rescue, and everyday men and women are some of the most
$20.00 retail. Note: This is the same rulebook that is included epic tales to be told in a world gone to hell. They fight monsters,
in the main game box, and is offered separately for those who aliens, the paranormal, the elements, and each other, all with the
want an extra copy, or want to check out the rules before buy- hope of reclaiming their lives from the Chaos.
ing the whole game. ! New D-Bees and monsters from the Rifts.
! First Responder O.C.C.s, skills and special equipment.
Palladium PDF Books ! New “average citizen” Occupational Character Classes
(O.C.C.s).
This is a great resource for getting out of print Palladium titles ! New equipment for NEMA “Roscoes” and other emergen-
and other select books. We’ve made more than 100 PDF prod- cy personnel.
ucts available for digital download from [Link], ! Notable rescue vehicles, robot drones, and technology.
as well as Fantasy Paper Miniatures, Game Master resources and ! Source information and stats for common Golden Age
other good things with more to come. This is a great way to try technology (weapons, vehicles, medical tech, etc.).
Palladium products and get access to out of print RPG source ! Apocalypse Plagues brought from other worlds to Chaos
material. Some notable titles include: Earth.
- Splicers® RPG ! Adventure ideas and more.
- Rifts® Chaos Earth® (all) ! Written by Jason Richards. Additional text by Clements
- Rifts® RPG, First Edition & Siembieda.
- Rifts® Coalition Wars® series, The Siege on Tolkeen (all) ! 96 pages – $16.95 retail – Cat. No. 665. A Summer release.
- Rifts® Minion War™ Crossover series (all to date)
- Rifts® World Books 1-13 with all the rest coming soon. Available now
- Rifts® Vampires Sourcebook and other Rifts® titles.
- Beyond the Supernatural™ RPG and Boxed Nightmares™, Rifts® Chaos Earth® Resurrection™
1st Edition rules.
The Golden Age of Science and human civilization is shat-
- Dead Reign® RPG (all titles) – The Zombie Apocalypse
tered with the return of magic and the Coming of the Rifts. Over-
- Nightbane® Book Four: Shadows of Light™
night, human civilization is toppled. Many major cities are wiped
- The Mechanoids® RPG and The Mechanoid Invasion®
from the face of the Earth. Humanity struggles to survive against
RPG Trilogy.
impossible odds and the demonic horrors, aliens and monsters
- Palladium Fantasy RPG® First Edition Rules and select 1st
emerging from the Rifts.
Edition sourcebooks.
Now comes the first invasion from another world. Its army?
- After the Bomb® RPG and sourcebooks.
The corpses of our own dead, deliberately reanimated to become
- The Rifter® issues 1-64 with more coming.
an invasion force to conquer the living. A growing number are
- The Best of The Rifter®
mechanized zombies – nightmarish creations with multiple body
- Palladium Weapon Book Series
parts and armor and weapons bolted right onto their bodies. Un-
- Deluxe Revised RECON® RPG and Advanced RECON®
less stopped, they could wipe out all human life.
Sourcebook.
! Do you hear the Transmission? If you do, it may drive you
- FREE 12 highly-detailed, comprehensive Robotech® RPG
mad.
Tactics™ assembly instructions for all the Wave One me-
! Chaos Zombies rise to slaughter the living.
cha – available now.
! 12 different mechanized Scrap Zombies soon join their
- FREE Robotech® RPG Tactics™ color guides are available
ranks.
now.
! Frankenstein amalgamations, Scrap Zombies are armored
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13
! New evil magic users like the Chaos Witch and Demon
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14
The Rifter ®
16
By Kevin Siembieda and Glen Evans eggs, or the people who had them, is unknown. Which give many
Inspired by concepts from Glen Evans and Erick Wujcik people reason to discount this tale. As for Kevin the Gray, he
never returned home. His fate, unknown.
The Triumvirate Dragon is an enigma and point of consid- Over the last several thousand years, there have been no more
erable controversy. The vast majority of learned people believe than a half dozen reliable sightings of Triumvirate Dragons. Most
the dragon is the stuff of myths and legends and never existed. of them in the south, and a few in the Old Kingdom, Eastern
A tiny minority claim the dragon is real and possibly the rar- Territory and Great Northern Wilderness. While there have been
est of all dragons. However, even many of them speculate that a other claims, most scholars disregarded them because there is no
“winged hydra” is a bizarre amalgamation of a Hydra and a Great corroborating physical evidence or a “reliable” witness such as a
Horned Dragon, and probably concocted by an ancient alchemist noble from Timiro or the Western Empire.
or Demon Lord. They postulate that a natural born offspring be- Even among the greatest scholars and schools of wizardary, the
tween a Hydra and Great Horned Dragon is biologically impos- Triumvirate Dragon is considered a creature of legend and part of
sible, therefore the Triumvirate Dragon, as it is most commonly southern folklore, well known for its wild claims and outrageous
known, must be the creation of an unknown creator. Someone or exaggeration. This is also the position held by the leaders of the
something who wishes to remain anonymous, because no wizard Church of Dragonwright – at least it is their official stance. Be-
or deity has claimed responsibility for the dragon. Those who hind closed doors and among the elite within the church, there is
hold this belief claim the Triumvirate Dragon is not a true dragon, a mandate that any sighting of the beast is to be investigated and
but a magical creation or strange crossbred creature like a mule, that the monster be destroyed wherever it is found.
leaving it sterile and unable to reproduce. Of course, in the Land of the South Winds and Yin-Sloth Jun-
The fact is, nobody knows the truth, and nobody is out looking gles, there is no doubt that the Three-Headed Hydra, or Triumvi-
for it, because most believe the creature is the stuff of fairy tales, rate Dragon, is real. Rare and seldom seen, but real. Many south-
and not real at all. The tiny handful of peasant people and cultists ern legends speak to the power and cleverness of the Winged
in the south who know the creature is real don’t even waste their Hydra, and claim that it has roamed the Yin-Sloth Jungles and
time in this debate. It is only those who believe it is a creature that the forests of the Land of the South Winds for tens of thousands
can be made through magic and breeding who are out to prove of years.
their theory. They are but a tiny handful. Some argue the best evidence to support the existence of the
Known by many names – Triumvirate Dragon, Three-Headed Triumvirate Dragon is the reaction from adult dragons (1,000
Hydra, Tri-Dragon, Winged Hydra and others – many scholars years or older). The typical reply is one of scorn or rage with
agree that the first “recorded” sighting of a Triumvirate Dragon in an utterance of words like, “I will destroy such abominations on
the modern age goes back to the beginning of the Elf/Dwarf War. sight.” And, “I will not waste my breath speaking on this sub-
A lone three-headed dragon is said to have encountered a group ject any further.” For scholars and priests of Dragonwright, such
of fleeing Dwarves in retreat from an Elven army. Both Elves and words are meaningless and highly speculative at best. Still, mon-
Dwarves recount the battle that transpired and the many lives the ster hunters and slavers are quick to point out that dragons do not
monster took on both sides before it flew away. The beast had deny the existence of the Triumvirate Dragon, only that they are
suffered great injury and lost two of its heads, but still had the an “abomination” not to be spoken of. This suggests the dragon is
strength to fly off into the mountains. real, or was real in the past.
The most recent and arguably “documented” sighting was only If the Triumvirate Dragon does exist, it raises a new question:
two centuries ago in the Land of the South Winds. A bard named why has it chosen to remain in hidden from the eyes of the world?
Iulianus wrote a ballad about a three-headed, winged dragon and And why do other dragons seem to hold them in such disdain?
its confrontation with the noble army of Kevin the Gray during
his invasion of the lands held by the Wizard/Summoner Almar- The answer goes back long ago, before the Age of Elves
zym. The Wizard was accused of performing horrific experiments and Dwarves dominated the planet. The new kingdoms were
on animals and humans, of which the Triumvirate Dragon might forming in the aftermath of the battle with the Great Old Ones.
have been one. Kevin the Gray had come to put an end to the dark Elves, Dwarves, Ogres and humans, among others, were be-
magic taking place. As the noble army gathered only a few miles ginning to rise and take their place in the new world order. As
from the castle, a three-headed dragon of immense size swooped they did, the various gods strove to win their support and wor-
down upon them like a hurricane. ship. Among the first of the new gods were the serpent deities of
The great beast seemed consumed with rage and hellbent on Dragonwright. A pantheon of dragons that become one of the
destroying every living person on the field of battle. The army great churches before it was laid low by infighting and treachery
was decimated. The lucky ones managed to flee to confirm the from within. A betrayal and deceit the Triumvirate Dragons are
tale later recounted by the Bard. It was only by sheer luck that rumored to have instigated and played a key role in the fall of
Kevin the Gray, himself, managed to strike the killing blow that the Church. Thus, dragons, and most practitioners of the reborn
slew the beast. A short time later, while seeing refuge ins a large Church of Dragonwright (some would say “cult”), despise and
cave with the tattered remains of his army, he found a large nest disparage the three-headed dragon. Going so far as to pretend the
containing four dragon eggs. The Gray took the eggs as his spoils creature never lived, while secretly waging a war of genocide to
of war. According to legend and song, he sold one egg to a West- wipe it from existence.
ern nobleman, another to a South Winds Wizard, and a third to a To the average followers of Dragonwright, all that is known
merchant explorer. The last egg, it is said, was kept by Kevin the is that the Triumvirate Dragon is the lowest of all creatures,
Gray. All intended to raise and tame the beast inside and expected should never be trusted under any circumstances, and is to be
good fortune as a result. What became of the knight and the four detested and hated above all others, even demons and Deevils.
17
The dragon is so loathsome so that their very existence is to be combat. And when enraged for any reason, it may engage in wan-
denied to outsiders. ton acts of destruction and wholesale slaughter, as well as take on
It is the sacred duty of all priests and dedicated followers of seemingly impossible odds and fight to the death.
Dragonwright to destroy the three-headed beast whenever the Hunted and destroyed by the followers of Dragonwright, and
monster is discovered. And they have done so for millennia. The fellow dragons, the surviving Triumvirate Dragons use their
exact reasons for this hatred and death sentence is lost to antiq- power of metamorphosis to hide among mortals where they pose
uity. It is said that not even the highest priests or eldest dragons as adventurers, wizards, priests, scholars or business owners.
know the secret history and treacherous past of the Triumvirate Even at their most savage and diminished state of being, Trium-
Dragon. The fact that its destruction is decreed from on high, is virate Dragons are cunning, devious and dangerous. Charismatic
enough for most followers of Dragonwright. and compelling speakers in any form, those of Anarchist and evil
In the early days, long before the Elf/Dwarf War, Dragon- alignments are often consummate liars and manipulators who
wright’s campaign of genocide was so effective that it was be- know how use the emotions and desires of others. Such tactics
lieved the Triumvirate Dragon was extinct. However, since then, are used to motivate and trick people into doing the dragon’s bid-
every now and then, reports of the three-headed winged hydra ding or to create conflict the beast finds entertaining. Except for
resurface. those of good or unprincipled alignment, a Triumvirate Dragon
can never be trusted. Their word of honor is meaningless and
Secretly hunted for millennia, Triumvirate Dragons are said
backstabbing is inevitable. Even those of good alignment may
to hide, revealing their presence and true nature only by accident
resort to the manipulation of heroes and people “for their own
and in moments of rage, and on rare occasion, to their most trust-
good,” as well as use deception and trickery to defeat bad guys.
ed of allies. To cover their trail and preserve their species, it is
The dragon is notorious for being a power-monger and self-serv-
the Triumvirate Dragons themselves who work hardest to spread
ing, and always quick to betray a friend or confidence when it
lies and rumors to convince people that they are a myth and never
serves its own purpose. It is such treachery against the deities
existed, or became extinct long ago. Such a tactic keeps dragon
of the Church of Dragonwright, and dragons in general, that has
slayers off their heels and helps keep the few Triumvirate Drag-
earned the Triumvirate their lasting hatred.
ons that have survived under the radar of their enemies. Such
cunning and deception is characteristic of the dragon. How many Triumvirate Dragons exist in the world (or any-
The Triumvirate is said to be one of the largest species of where else in the Megaverse) is unknown. According to legend,
dragons, has wings, and is capable of flight. In dragon form, there are seldom more than a dozen active at any given time, but
the wingspan is simply immense. In humanoid form, the dragon the same legends are so wrong about the dragon or lack accu-
must sprout a pair of leathery wings from its back in order to fly. rate information in so many other areas that they are pretty much
Of course, such measures reveals it to be more than it seems, worthless. (So is the Lore skill when it comes to this dragon.)
and may require the dragon to abandon any identity it has estab- Still, there are probably fewer than 40 in the known world, and
lished for itself as a humanoid, and take on a new appearance. maybe half that number have traveled to other worlds and dimen-
However, such an incident can be explained away by the cun- sions. Then again, as a shape-changer who enjoys deception and
ning dragons who disguise themselves as mere humans. The man the manipulation of others, it is impossible to say how many may
can claim the “winged imposter” must have been a Succubus or really exist. Or how many stand behind the thrones of power,
Incubus, or other shapechanger that had stolen his appearance pulling the strings of kings and leaders from the shadows, or walk
for some wicked purpose or cruel joke. He may even claim to among the people of any kingdom or world every day.
have been kidnaped, bound and hidden away while the creature
pretended to be him, and only just now managed to escape. (A The Truth about
historical Note: China has many such ancient stories in our own,
real world.) Since such beings do exist, most people are likely to Triumvirate Dragons
accept such an explanation, provided the disguised Triumvirate The true story of the Triumvirate Dragon is long forgotten –
Dragon is well liked in his human guise, and an incident like this lost in the annals of history. Even their original name is no longer
does not become a regular occurrence. remembered or known to any but the tiniest handful of Triumvi-
The skin color of the Triumvirate Dragon varies from a sandy rate Dragons themselves, and a few ancient and tiny cults in the
brown to a golden metallic color with a green underside on the Land of the South Winds and Yin-Sloth Jungles. And they aren’t
neck, chest, belly and the inner portion of the wings. The three talking. All those who revere this dragon – some say the greatest
heads and neck lack horns, but halfway down its back are a row of them all – would rather die than reveal its secrets. Truth be
of short spines similar to those of the Hydra. Like the Hydra, the told, even they know very little other than a few of the old names,
spines end a short way down the tail. The Triumvirate Dragon’s and that a small band of Triumvirate Dragons had the audacity to
four-toed paws are more akin to those of a feline, and end in large try to usurp the power of the Dragonwright gods for themselves,
claws. This makes the claws deadly in combat, but picking up, through deception and treachery. Failing that, the Triumvirates
grasping and carrying objects is extremely difficult, and wielding brought the once great and powerful Church of Dragonwright to
a weapon is impossible. Another reason why it must, at times, use its knees. Dragonwright has never recovered, and even with its
metamorphosis to take a humanoid form. resurgence today, most people considered it to be nothing more
All Triumvirate Dragons are aggressive, cunning and love de- than a cult. All of this has made the Triumvirate Dragon, to some,
ception, trickery and treachery. The beast becomes even more the betrayers of their own species and the enemy of dragonkind
aggressive and vicious when it loses one or two of its heads in and the Church of Dragonwright. Which is why they are hunted.
18
What is ironic about claims that this dragon never existed Important Combat Notes
is that the old name of the Triumvirate Dragon does appear in
ancient texts like The Tristine Chronicles and old scriptures of Since each head has its own personality, magic abilities and
Dragonwright. However, since their old name is no longer recog- free will, one or two heads can refuse to participate in combat.
nized, and the powers and abilities of the so-called “Triumvirate This prevents the other head (or two heads) from using the magic
Dragon” are also forgotten, the dragon’s old name – The Hidden spells, breath ability, power of metamorphosis or combat capabil-
Ones – is incorrectly attributed to another feared and hated race ities that belong to the personality(s) refusing to cooperate. The
of beings, Changelings. Triumvirate Dragon only fights at full capacity when ALL three
The confusion is understandable. For one, the name of one heads willingly, even if grudgingly, work together. When one re-
particular species of dragon is pluralized as the Hidden One“s.” fuses, its magic, P.P.E., breath weapon, attacks per melee round,
Not the Hidden One. This plurality refers to the dragon’s three bonuses, speed, and metamorphosis abilities are NOT available.
heads and personalities. Each with its own unique personality When this happens, reduce the dragon’s combined attacks
and alignment. The confusion is exacerbated by the fact that each per melee and all of the above, by one third (33%) per each head
head can metamorph into one or two different types of human- that is noncompliant and refuses to participate. Each head rep-
oids, and when that happens, the Three Become One, making the resents one-third of the Truimvirate Dragon’s overall and com-
other two dragon-head personalities, the “Hidden Ones.” The link bined power. If one or two heads refuse to participate, the domi-
to Changelings is reinforced because Changelings see the Trium- nant personality remains in control of the dragon’s body, but it
virate Dragon as a kindred spirit and a potentially powerful ally, loses one third of its powers per each uncooperative dragon head.
so they are known to hide and protect the creatures whenever they Destroy the heads, and weaken the monster. Destroying
can. It should be pointed out that Changelings have also forgotten each head significantly diminishes the power of the Triumvirate
the dragon’s ancient name, the Hidden Ones, and also mistakenly Dragon. All the things noted above, under Important Combat
believe that the “Hidden Ones” references in ancient texts refer Notes are reduced by 33% per each head that is lost!
to their own people. A mistake that the Triumvirate Dragons may In addition, reduce skill performance and ALL attributes, ex-
have instigated to hide themselves in the first place. It is the type cept Spd, by 25% when one of the heads is destroyed! Destroy
of elaborate deception they love to implement. two heads, and the cumulative penalty is a reduction by half. Spd
All dragons are highly competitive toward other dragons. is reduced by 33% per each head lost, as noted above, reducing
It is a well documented fact that males often hunt down their own speed by 66% when two heads are lost. Furthermore, the reduc-
male offspring, and kill them before they can reach maturity to tion of the Triumvirate Dragon’s I.Q., M.A. and M.E. by 25-50%
reduce competition. Dragons are seldom encountered in numbers makes it behave in a more primordial, reckless and less capable
greater than mated pairs because the rivalry between them be- manner. Most Triumvirates choose to fly away and perform a
comes too intense, violent and bloody. And though it is said that metamorphosis to hide until it can regrow its two lost heads, but
an “elephant never forgets,” that saying should be attributed to some become so enraged, they fight to the death. Don’t forget,
dragons. The long-lived dragons never forget, and can be spite- Triumvirate Dragons have wings and the power of flight, a great
ful and vengeful to such an extreme that an adult may extract its asset for surviving.
revenge upon the descendants of a hated rival or enemy when Metamorphosis penalties. When “three become one” via
the actual perpetrator cannot be found or has died. Likewise, a metamorphosis, the reductions and penalties count the same as if
dragon may join forces with the enemies of its enemy, just to get the dragon lost two of its heads, above.
back at him. Destroying all three heads. If the heads are targeted (requires
Now imagine this mentality and behavior going on between a “Called Shot” to hit with a -3 penalty to strike per each attack)
the three heads of the Triumvirate Dragon. Each vying for domi- and all three are destroyed before any one head can regenerate,
nance or some measure of control over the other two, and trying the dragon collapses and appears dead. However, unless ALL of
to further its own goals and agendas. All of which are likely to its main body Hit Points and S.D.C. are reduced to zero or below,
conflict with those of the other heads. Over time, the personalities the Triumvirate Dragon regenerates and each of the heads grow
of the three heads often make an uneasy peace and learn to work back in a matter of 2D4 days. The head that was destroyed first,
together, especially when it is necessary for their mutual survival, is the first to regenerate and reawaken, followed by the second
but they may be at odds with each other for much of their long and third. As the first to regrow, that head can opt to perform a
lifetimes. metamorphosis into a humanoid form to become the sole person-
In many cases, it becomes inevitably that one head/personality ality in control of its disguised, Elf, human, Ogre or Reptilian
becomes the most dominant and leads the other two. However, humanoid body. (The other personalities awakening when all the
these two heads maintain their own thoughts and free will, and Hit Points of the head have been restored, only to find themselves
can refuse to do as they are told. This can result in a bizarre and trapped in a humanoid body controlled by one of its brothers or
terrifying display of split-personality schizophrenia. For exam- sisters.) See Hiding in Plain Sight for details. If the main body is
ple, one head might shout at a group of human heroes to run and destroyed any time while it is in a coma and regenerating dam-
hide, while the other one or two heads attack them. One head may age, the dragon is destroyed.
offer information, while one or both others accuse their brother Hydra healing powers. The Triumvirate Dragon is, indeed, a
or sister dragon-heads of lying. Insisting anything they say can- type of Hydra. When a head is lost it will grow back. Even when
not be trusted. On the other hand, there are many times when the the creature loses all three heads, it is still alive. The body col-
three personalities must cooperate with each other if they are to lapses, as if dead, but still retains whatever main body Hit Points
survive. it had and will regrow the heads. The only way to kill the dragon
is to destroy all three heads and reduce the Hit Points of the main
19
body to zero. The personalities of those heads are left in a dream- There are two big downsides to becoming The One:
like state until their heads regenerate, regrowing in the order in
1. The loss of power: With the other two personalities/heads
which the heads were destroyed. Like the Hydra, the heads are
submerged and stifled inside the body of The One in control, the
able to completely regenerate and awaken within 2D4 days!
metamorphed Triumverate Dragon possesses only one third of the
When two heads are destroyed, the remaining one is the sole
powers and abilities of the whole dragon. Hit Points and S.D.C.
force operating the body. He or she possesses only its own abili-
(M.D.C. in Mega-Damage settings), P.P.E., Speed, attacks per
ties and reduced attributes, skills, Hit Points and magic, but until
melee round, combat bonuses, and bio-regeneration are all at a
the other heads completely regrow, those two personalities are
mere 33%. The other 66% belong to the two other dragon heads
trapped inside “The One.” This gives the surviving one head/per-
not in play. The combined power of all three is only available in
sonality an opportunity to metamorph into its humanoid form,
three-headed dragon form.
trapping the other two inside. By metamorphosis, the dragon can
Moreover, The One can use only its own magic and breath
disguise itself to appear to look like an ordinary person and still
weapon while the other two dragon head personalities are sub-
retain its own, formidable dragon abilities in that form, including
merged inside of it. That means penalties for skill performance
the ability to fly. Metamorphosis also makes it The One in charge.
and attributes are the same as if the other two heads were de-
The other two are submerged inside the humanoid body until the
stroyed, reduced by half. Worse, the Spd attribute, Hit Points,
personality currently in control releases them by taking the natu-
S.D.C. (or M.D.C.), P.P.E., and Bio-Regeneration are reduced
ral form of a three-head dragon.
by two-thirds (66%). This makes the dragon in disguise via meta-
In the alternative, the three personalities are able to swap plac-
morphosis, still powerful by human standards (one third of 4,000
es by metamorphing into one of the other humanoid forms avail-
Hit Points, for example, is still 1,333 H.P., and the Natural A.R. is
able. However, The One currently in control must willingly give
retained even in humanoid guise), but it is a shadow of its whole
up his/her position of dominance for the swap to take place. The
self when in its true dragon form, especially when all three drag-
swap is forced whenever the Main Body Hit Points of The One
on head personalities work together.
in humanoid form is reduced to zero. In this case, the personalty
2. Devils on your shoulder: The One may be in control, but
lives as long as its two counterparts have life, but is automati-
the other two personalities are locked inside, able to hear and
cally swapped out when reduced to zero Hit Points. A voluntary
experience everything The One experiences. Worse, the two Hid-
swap out or return to dragon form usually takes place when The
den Ones can speak to The One like an inner voice, encouraging
One needs the powers of one or both of the other dragon heads to
it to do things The One might not otherwise consider. This is
accomplish something it cannot do itself, or in order to survive.
rather like having that devil and angel (or two devils) you see in
Each head/personality wields its own set of magic spells and
cartoons, one standing on each shoulder, whispering suggestions
breath weapon which each head can share while in dragon form
into each ear whether you want to entertain them or not. And if
and all are working together. Those abilities are gone when the
the two personalities are at odds, those suggestions from each are
other two personalities are concealed inside the body of The One.
likely to be contradictory.
The two submerged personalities also petition The One to re-
Hiding in Plain Sight sume dragon form and let them be whole again, or why he or she
should let one of them metamorph into a different humanoid and
Unlike other dragons, the Triumvirate has very limited abili- become the dominant personality for a while. Such a swap may
ties of metamorphosis, but can maintain its non-dragon, human- be necessary when the magic or traits of a different personality
oid form indefinitely. Thus, The One personality is able to con- are required to get out of trouble. This becomes especially poi-
tain and submerge the other two for as long as it can keep its gnant when the situation is life and death, and swapping forms,
humanoid form. This can be hours, days, weeks, months, years, or returning to dragon form, can save its own life or save (or de-
and even decades or centuries. Metamorphosis into a humanoid stroy) the lives of others. Note: When the Hit Points of The One
is only way one of the heads can usurp total control from the body are reduced to zero, that personality lapses into a coma-state
other two personalities. Only in humanoid form does The One and he automatically transforms either into a dragon form with
hold sway over the other two. two heads (his is, in effect, destroyed) or a humanoid body of one
As a result, metamorphosis is only possible when the other of the other personalities. The two hidden inside have the power
two heads give their consent and allow it to happen, or they are to decide which of them should manifest. However, they must de-
temporarily destroyed and unable to oppose the metamorphosis. cide in two melee rounds/30 seconds, or the body automatically
A willing metamorphosis usually takes place for strategic reasons reverts to its dragon form. Most personalities swap out or change
and under the agreement that The One taking control will return to dragon form before they are “killed” (Hit Points reduced to
control back to the one relinquishing it, or back into dragon form zero or below).
so all three personalities/head can coexist together. However, the The instant the Hidden Ones are restored to dragon form,
dragon head personality that is The One, is in complete control ALL the combined attacks, bonuses, attributes, skills, P.P.E.,
and may choose to hold onto that form for as long as desired. breath weapons and powers are instantly available to the dragon.
Keeping the other two dragon heads contained, but not silent. And so are the Hit Points and S.D.C. (or M.D.C.) of the other two
Note: The human metamorphosis form of any given personality dragon heads. Only the Hit Points/S.D.C. (M.D.C.) lost by The
turns “three into one” and gives the head that wields that human- One while the others were hidden inside of it are reduced from
oid shape control over the body all three inhabit. Such control and prior combat, and now that the Triumvirate Dragon is whole, its
dominance comes with a price. Bio-Regeneration ability is back to 100%. Such is the power of
the Hidden Ones when they are revealed in their true dragon na-
20
ture. Note: The swap from one humanoid metamorphosis to the she may have them steal back a precious artifact and return it to
metamorphosis of another non-dragon form passes control to the the rightful owner or the person capable of doing the most good
new dragon head allowed to perform the transformation. This with it. This means the different personalities of a Triumvirate
turns the current humanoid disguise into a completely different Dragon can become locked in rivalries, acts of vengeance, and
humanoid life form, and may also be a different gender. Now he war against each other that can span the ages. Each using their
or she is in the driver’s seat, and The One who was in control is respective humanoid henchmen, pawns and allies (and worship-
now submerged inside. ers when applicable) against the other. Which raises the question
If The One in control transforms back into the three-headed of how much of this is all a chess game to a Triumvirant Dragon?
Triumvirate Dragon, it is a safe bet that all three work together How much has been built by one and unbuilt by the other in these
to survive, triumph in battle and make good their escape. After long-ranging competitions? And how many people benefit or suf-
the battle is over, the dragon head that is usually dominant over fer because their games? Note: The Triumvirate Dragon can be
the others immediately tries to reassert its control, but at least all played for humor at times, but this dragon should be played much
three dragon-head personalities are conscious and able to take ac- more like a cunning and deceitful serial killer with two other split
tion. Of course, this could bring about an argument between the personalities. The battle for dominance of one personality is often
three dragon heads as to who should lead, what needs to be done subtle and manipulative. After all, the three really are one. One
next, and how it should be accomplished. Balanced and reason- soul. One life essence with three unique personalities that are re-
able personalities try to cooperate and take turns as leaders or ally the same being.
make decisions by committee. All things considered, it is probably a good thing that this
Having been trapped and without control or power for a long schizophrenic dragon is so rare, and hunted to the brink of extinc-
while can sometimes result in much improved cooperation be- tion by heroes, enemies and dragons alike.
tween the three, especially in the short run. Three heads work-
ing together in concert and sharing control and engaging in tem-
porary metamorphosis swaps that best serve all three makes the
creature a force to be reckoned with. However, it usually takes
several centuries to a few thousand years before the three can find
common ground with which they can all co-exist to each others
mutual benefit. It takes practiced tolerance and compromise to
reach that degree of cooperation, but a good number of Triumvi-
rate Dragons seem to find it. It is rare to ever find a Triumvirate
Dragon whose three heads consistently operate as a well-oiled
machine most of the time, but it happens. It is inevitable one be-
trays the others, many, many times over the dragon’s long life.
Diverse alignments and gender identity both play a large role in
how the heads relate to each others as to the dirty tricks they pull
on each other. The most successful dragons manage to find com-
promise and make peace. Others end up with one dominant per-
sonality and a pecking order. Still other dragons become locked
in endless competition, squabbling and frequently in conflict with
each other.
It is only in the non-dragon form of The One, via metamor-
phosis, that gives any one dragon head, full control. Which means
personalities trading places with each other results in lifelong ri-
valries, competitions and skullduggery against each other. Each
personality has its own goals, agendas and machinations, so the
accomplishments of one personality might be opposed and sabo-
taged by another, its hard work undone. As a result, when it re- The Triumverate Dragon
gains control, it may do the same to the one responsible, or seek Also Known As: Three-Headed Hydra, Tri-Dragon, Three-
revenge in other ways. Headed Dragon, Winged Hydra, The Abomination and others.
Think Doctor Jekyll and Mister Hyde, plus one. Each trying In ancient times the dragon was known as “The Hidden Ones”
to do its own thing, good or bad. Its own actions perhaps ac- and another ancient and forgotten name is the “Three Who Are
cidentally or deliberately undoing everything the other had ac- One.” These names are still whispered among a few ancient
complished, or establishes new rivals and enemies to oppose or cults in the Land of the South Winds and by tribal Shamans
reverse the schemes of the other dragon heads. And when the in the Yin-Sloth Jungles, but even they pretend to either know
actions of one personality are diametrically opposed to the other, nothing about the dragon in public, or use the more common
the opposing personality is likely to work against, or tries to make name of Triuvirate Dragon or Three-Headed Dragon.
up for, the actions of the rival personality(s). For example, a drag- Race: Dragon; believed by many to be extinct, but that is not true.
on-head personality metamorphed into a beautiful Elven maiden Alignments: Varies with each head. See Personalities and Pow-
of good alignment may hire do-gooders and heroes or start her ers of the Heads, below.
own cult. The purpose is to fight and destroy the gang of villains Attributes (adult): I.Q. 3D4+21, M.E. 3D4+18, M.A. 3D4+24,
or evil cultists established by one of the other personalities. Or P.S. (Supernatural) 3D6+33, P.P. 3D4+18, P.E. 3D4+16,
21
P.B. 3D4+21, Spd 1D4x10+30 running in dragon form, or metamporhed), and all other magic, natural, and dimensional
1D6x10+60 flying in dragon form. Reduce by 66% when The powers and knowledge common to most “true” dragons.
One has taken a form other than its natural one as a three-head Fire Breath (special): Each of the three heads can expel a
dragon. (On average, that’s a Spd of 14-17 running and Spd 30 specific type and color of fire as a breath weapon, each with
flying.) Supernatural P.S. its own unique properties. Any of the heads can breathe any
Attributes (hatchling): I.Q. 1D6+15, M.E. 1D6+12, M.A. of the fires when they are cooperating with each other, but not
1D6+15, P.S. (Supernatural) 1D6+21, P.P. 1D6+12, P.E. when a dragon-head personality refuses, or when that head
3D4+12, P.B. 3D4+12, Spd 3D6+12 running (double speed is temporarily destroyed. When a Triumvirate Dragon loses a
when flying). Supernatural P.S. Remember, the hatchling’s head (Hit Points/M.D.C. is reduced to zero or less), all the spe-
attributes, Hit Points, and S.D.C. change completely (are re- cific powers are lost and unavailable to the remaining head(s),
rolled) when the dragon reaches full maturity. until it regrows. Each breath attack counts as one of the drag-
Size: 30-35 feet (9 to 10.7 m) tall, 80-100 feet (24.4 to 30.5 m) on’s melee attacks. Note: See Personalities and Powers of the
long, with a wingspan of 130-150 feet (39.6 to 45.7 m). Half Heads, below, for details.
that size for hatchlings. Metamorphosis (special): The Triumverate Dragon’s
Weight: 25-35 tons. Half that weight for hatchlings. power of metamorphosis is truly unique, if limited. However,
Natural A.R.: Adult: 15. Hatchling: 10 for hatchlings. A.R. is unlike other dragons, The One who uses metamorphosis can
the same in dragon and non-dragon form. maintain that form indefinitely. It can also change its appear-
Hit Points By Location: ance at will as long as it remains the same species (e.g., there
Adult: are billions of humans who look different from one another).
Head (3) – 1D4x100+300 each This also means the dragon can transform itself to look like a
Arms (2; front) – 1D6x100 each specific person within the species it is limited.
Legs (2; rear) – 2D4x100 each There is one exception. The left dragon-head personality
Wings (2) – 1D4x100+300 each can assume the shape and appearance of any reptilian human-
Tail (1) – 1D4x100 oid, but it can also transform into other true dragons, except
Main Body – 1D4x1,000+600 for the Hydra. The reptilian humanoid transformation can be
maintained for as long it desires, but the dragon metamorpho-
Hatchling: sis can only be maintained for one hour per level of experi-
Head (3) – 3D6x10+30 each ence. When the time elapses, or whatever amount of time it
Arms (2; front) – 3D6x10 each spent disguised as another type of dragon, the Triumverate
Legs (2; rear) – 5D6x10 each is forced to resume its own natural dragon form, and the left
Wings (2) – 4D6x10 each dragon head cannot perform another metamorphosis of any
Tail (1) – 3D6x10 kind until an amount of time equal to the time it spent in al-
Main Body – 1D6x100+90. ternate dragon-form has passed. The other two dragon-heads
S.D.C.: Adult: 6D6x100. Hatchling: 4D6x10 +P.E. attribute (unless they are temporarily destroyed) can try to use their
number. power of metamorphosis to assume a new form provided the
Horror Factor: Adult: 15. Hatchling: 11. other two don’t block it. Remember, to perform a metamor-
P.P.E.: Adult: 1D6x100+600. Hatchling: 4D6x10 +P.E. attribute phosis the other two heads must agree, or be knocked out of
number and +3D6 per level of experience. commission (temporarily destroyed) and unable to oppose.
Average Life Span: 1D6x1,000+9,000 years, making the Trium- It is the Triumverate Dragon’s ability to metamorph into
virate dragon one of the most long lived. It is said, that some the form of a dragon, including copying and impersonating
even search for the secrets of immortality. a specific dragon, that has earned it the fear and animosity of
Level of Experience: Average equivalent experience level of an dragonkind. The use of the dragon metamorphosis to imper-
adult is 2D4+2 or as set by the Game Master for NPCs. Hatch- sonate one of the gods of Dragonwright was part of the treach-
lings should start at first level or as the G.M. desires for NPCs. ery used to topple the Church long ago.
R.C.C. Skills: Basic math 96%, literate in Dragonese/Elven and As noted above, the metamorphosis power enables the
three written languages of choices all at 96%, Dance 72%, De- dragon to assume the general appearance of a particular hu-
tect Ambush 84%, Disguise 84%, Imitate Voices and Imper- manoid species/race such as Elf, Human, Ogre or Lizard Man/
sonation 72%, Intelligence 84%, Lore: Demons and Monsters Reptilian humanoid, and in the latter case, that of other species
84%, Land Navigation 84%, Prowl 48%, Sing 90%, Swim of dragons. However, to copy and impersonate a specific per-
72%, Track Animal 90%, Track Humanoids 85%, and Wil- son, that person must be available for close scrutiny. Without
derness Survival 90%. Hatchlings get all the above skills but the person being present for copying (photos are not enough,
at -20%. though an accurate 3D hologram may do the trick), the Trium-
Natural Abilities: Magically understands and speaks all lan- verate Dragon can NOT make himself look exactly like him.
guages at 96%, Nightvision 600 feet (183 m), see the invisible, This can be done without the target of the impersonation being
exceptional hawk-like vision (can see a rabbit or read a sign aware of it, as long as he is close enough for the dragon to ob-
one mile/1.6 km away), superior sense of smell (recognize a serve and mimic with some degree of accuracy. HOWEVER,
familiar scent 90% and track by smell 84%), track by sight in a case like this – for example, sitting off to the side of the
66%, turn invisible at will, resistant to fire and cold (does half target in a tavern or theater, and transforming while looking
damage; including M.D. fire and cold), teleport self 66% (22% at him or her – the copy is incomplete. The dragon can only
when metamorphed), dimensional teleport 36% (12% when duplicate the parts he can see; most likely the head and hands.
22
The rest of the body is non-specific, which could ruin the de- Magic: Knows all Wizard invocations levels 1-4, plus the fol-
ception under some circumstances. For example, the imper- lowing: Animate Object (15), Calling (8), Cure Illness (15), Cre-
sonation is blown if the disguised dragon removes his shirt ate Bread and Milk (15), Detect Poison (10), Escape (8), Exor-
in front of teammates who know the man has a massive scar cism (30), Eyes of Thoth (8), and Heal Wounds (10). Starting at
across his chest. A fact the dragon does not know, so his chest level five and each subsequent level of experience, the right head
is perfect and unmarred. Moreover, the Triumvirate Dragon gets one of the following until they are all taken: Constrain Being
can only copy the appearance, not the voice, mannerisms or (20), Impervious to Energy (20), Magic Pigeon (20), Purification
knowledge of the person being impersonated. (20), Mend Cloth (12), Reduce Self (20), Stone to Flesh (30), and
See Personalities and Powers of the Heads, below, for Tongues (12). Add Restoration (750) at level 15 and Resurrection
which humanoid species the specific head can metamorph (2,000) at level 20!
into. Middle Head: Represents selfishness, the cruelty and chaos of
Super-Regeneration (Special): The Hydra can completely life, and the elements of Earth and Air. The middle head is always
regenerate a severed limb (hand, foot, arm, leg, portion of tail) self-serving and manipulative, using cutthroat tactics to get what
within 1D4x10 minutes! It can even regrow one of its heads it wants or to cause trouble and conflict for its own amusement.
within 2D4 days. However, if more than one head is lost, it The latter is likely to include the dragon’s so-called allies as soon
takes 4D4 weeks to regrow them, one after the other. Bio- as they serve their purpose or begin to become more trouble, or
Regeneration for adult dragons is 5D6 S.D.C./Hit Points (or annoying, than they are worth to it. Besides, all the personalities
M.D.C.) per melee round, and 1D6 per melee round for hatch- of the Triumvirate Dragon enjoy instigating conflict and trouble,
lings; which, in the case of Triumvirate Dragons, is under the and are skilled at pressing buttons and getting people riled up.
age of 2,000 years old. And usually do so via pawns and henchmen. The Middle Head is
Three Heads (special): The I.Q. and all mental attributes the most inclined do this and is also likely to be the most cunning,
are the same for each head, but as noted in the description, conniving, manipulative and sarcastic. It loves to set people up
above, each of the three dragon heads have their own unique, for a fall, as well as build them up only to see them get knocked
individual personality and gender identity which enables them down.
to speak and act independent of each other. When working Alignment: Anarchist, always.
as a team, they can respond to attacks from all sides and pool Gender Identification: Male or female. Pick one or roll percen-
their unique sets of magic knowledge and abilities. When one tile for a random determination: 01-50% male. 51-00% female.
or two refuse to cooperate, the dragon may be left vulnerable Limited Metamorphosis: Human and Ogre races only. Ogres
and open to attack. Worse, the Triumvirate is unable to use the are included because they share enough genetic traits with hu-
magic, fire breath and abilities unique to each uncooperative mans that they can interbreed.
head. Blue Fire Breath: Range: 200 feet (61 m), three foot (0.9 m)
wide blast. The flames do not burn but rather inflict magic cold
The Personalities and Powers of the Heads: damage. Damage: 5D6 per blast and instant numbness: -1 to ini-
Right Head: Represents life, healing and enlightenment. This tiative, -1 to strike, parry and dodge, and -10% on skill perfor-
dragon-head personality seeks knowledge, enlightenment and mance. Penalties last for 1D4 melee rounds. +3 to strike.
balance. It identifies most with noble knights, wise men and he- Magic: Knows all Earth and Air Warlock spells levels 1-3,
roes. It prefers to fight evil, help the innocent and deliver justice. plus the following Wizard and Warlock spells: Ball Lightning
This is the dragon-head personality that has a soft spot for hu- (15), Breath of Life (50), Calm Storms (20), Darken Sky (20),
mans, Elves, Dwarves and the canine people, especially Wolfen, Dissipate Gases (15), Mend Stone (15), Repel Animals (10),
and tries to encourage them to rise to greatness. It is the per- Sense Dimensional Anomaly (30), Superhuman Speed (10), Su-
sonalty most likely to show the most mercy and kindness, offer perhuman Strength (10), Wall of Thorns (15), and Whisper of the
encouragement, provide help and protection, and work with, or Wind (30). The Middle head gains magic abilities as follows: At
manipulate heroes (and villains), to create a better, kinder and level five add Mend Metal (30). At level eight add Wind Blast
gentler world. (40). At level 10 add Wall of Iron (45). At level 15 add Wind
Alignment: Scrupulous or Unprincipled. Pick one or roll per- Cushion (50), and at level 20 add Suspended Animation (80).
centile dices; 50/50. Left Head: The left head is the symbol of change – violent
Gender Identification: Male or female, but tends to be female. change as represented by conflict, war and betrayal. To this per-
Pick one or roll percentile for a random determination: 01-40% sonality, life is war. And war is ugly. To win, you must be willing
male. 41-00% female. P.B. in Elf form is 1D6+20 regardless of to do whatever is necessary, no matter how terrible or dirty. This
the dragon’s own P.B. makes the left head the most treacherous of the three. Despite be-
Limited Metamorphosis: Elf only. ing quick to use violence to settle a score or get what it wants, it
Yellow Fire Breath: Range: 200 feet (61 m), three foot (0.9 m) enjoys making alliances, pacts and promises it has no intention of
wide blast. Damage: 2D6 damage, but after making contact, the keeping in order to manipulate individuals and kingdoms alike.
victim must make a save vs magic (14 or higher) or continues to It loves to provoke discord and conflict, and does so by sowing
feel burning pain that leaves no physical damage, but inflicts the the seeds of dissent, inspiring betrayal, appealing to greed, and
following penalties: -6 on Perception Rolls, -5 on initiative, -4 to encouraging violence. This head sees most people as lesser be-
strike, -3 to parry and disarm, -2 to dodge, -2 melee attacks and ings, and that includes Elves, Titans, and other dragons, as fools,
-30% on skill performance. Penalties last for 1D4 melee rounds. pawns and henchmen to be used and toyed with. Those who don’t
+3 to strike. fit that categories are hated rivals and enemies to be destroyed.
23
And all of them waiting to be manipulated and vanquished by against them. It is surprising, but the Triumvirate Dragons
him (or her). This personality loves to use ambition, greed, de- do not hate nor despise the followers of Dragonwright, nor
sires and lust for revenge to motivate others to action. Dragons, other dragons, but they love – absolutely love – yanking their
priests and practitioners of magic are generally considered to be chains, embarrassing them and slowly destroying them. Tri-
the most dangerous opponents. umvirates see themselves as the valiant and clever underdog
Alignment: Aberrant or Miscreant. Pick one or roll percentile who successfully pokes and bests other Dragons and the Drag-
dices; 50/50. onwright Church and all who hunt them. They actually see the
Gender Identification: Male or female. Pick one or roll per- campaign of genocide as a game, and one they, the Triumvi-
centile for a random determination but tends to be male. 01-60% rate Dragons, are winning.
male. 61-00% female. Bonuses (in addition to attribute bonuses): Adult: +4 on ini-
Limited Metamorphosis: Reptilian humanoids and true drag- tiative, cannot be surprised by attacks from behind or above
ons, excluding the Hydra. Even though the Triumvirate Dragon (heads can observe and strike in any direction), +3 to strike, +3
appears to be a cousin of the Hydra, it cannot shapechange into to parry, +1 to dodge, +1 to pull punch, +4 to roll with punch/
one, nor can it metamorph into creatures that are not “true” drag- impact, +12 to save vs Horror Factor, and +4 on all other sav-
ons, such as the Dragondactyl, Rizinor, Worms of Taut or the ing throws.
Flying Horror of Dyval. Hatchling: +2 on initiative, +1 to strike, parry, and dodge,
Red Fire Breath: Range: 300 feet (91.5 m), six foot (1.8 m) +1 to pull punch, +2 to roll with punch/impact, +6 to save vs
wide blast. Damage: 6D6 +1 point of damage per level of expe- Horror Factor, and +2 on all other saving throws.
rience. +3 to strike. Counts as magic fire and in Mega-Damage Attacks per Melee: Adult: 12, +3 (one for each head) when en-
setting,s inflicts M.D. with each blast. raged.
Magic: Knows all Wizard invocations levels 1-3, plus the Hatchling: 9 attacks in dragon form, +3 when enraged.
following: Agony (20), Animate and Control Dead (20), Charm Only three attacks when three become one via metamorphosis
(12), Compulsion (20), Dispel Magic Barriers (20), Domination into any humanoid form.
(10), Energy Disruption (15), Eyes of the Wolf (25), Fire Ball Combat Notes: Each breath weapon attack or casting of a magic
(10), Fire Bolt (10), Fire Fist (15), Fool’s Gold (10), Globe of spell counts as one of its melee attacks. In dragon form, each
Silence (20), Life Drain (25), Love Charm (40), Memory Bank head has three attacks, +1 when enraged.
(12), Multiple Image (7), Mystic Portal (60), Negate Magic (30), When all three heads are working together, ANY of the
Spoil (30), Superhuman Strength (10) and Wink-Out (20+). Add heads can unleash any of the fire breath attacks and cast any of
Transferal (50) at level six, Swords to Snakes (50) at level eight, the spells known to the three heads/personalities as a whole.
Speed of the Snail (50) at level 12 and Havoc (50) at level 16. However, when one or two refuse to cooperate, or the heads
are destroyed, those spells and breath attacks from those heads
Vulnerabilities and Weakness: The biggest are the differences are no longer available. Each head can only always count on
and rivalries between the three personalities that may be ex- the powers it normally has (described under each head) and
ploited by the enemy. Turn one or two against the other(s), and only those powers belonging to it are available when it meta-
you successfully reduce its power and abilities. Divide and morphs into The One (the powers of the other two heads are
conquer is very true when dealing with Triumvirate Dragons. submerged and suppressed until it swaps humanoid forms
Like most dragons, the three personalities feel superior to with one or returns to dragon form).
non-dragon races. This makes them supremely smug, arrogant Damage: As per Supernatural P.S. from blunt attacks (punches,
and often overconfident. As a rule, even the well-intended head butts, and tail slashes), bites and slashing claw strike
Right Head believes it and the other two heads are the smart- damage as per Supernatural P.S. +3D6. The dragon can also
est and cleverest beings in the room. And that can be used attack with fire breath (varies by type) or spell magic.
against them. Compliments and going along with their “bril- Magic: Each head possesses its own set of spells. P.P.E. is shared
liant” plan keeps the three happy and overconfident. It also between them. When The One is in control, he can only access
helps prevent them from watching their “loyal” and “devoted” one third of the P.P.E. See Personalities and Powers of the
humanoid servants and associates too closely. This makes the Heads, above, for details.
dragon susceptible to manipulation and betrayal itself. Psionics: None, though the heads are impervious to possession
To prove they are superior, Triumvites, especially the Left and +3 to save vs mind control and illusions, in addition to
Head, like to win. Some have an almost psychotic need to win bonuses it may enjoy from high attribute numbers.
and when it appears that it may be losing – especially if the Habitat: If Triumvirate Dragons have a homeland or preferred
loss is embarrassing or personally crushing – the dragon takes place to live, legends and sightings would seem to indicate it is
foolish risks and reckless action that can be what actually the Yin-Sloth Jungles and/or the Land of the South Winds,
leads to his defeat. This need to win can be used manipulate but they can survive in most environments. Rumors claim that
and trick Triumvirates. Making a Triumvirate Dragon feel like one resides in the ancient gladiatorial arena in the City of Cly-
a loser, or make him frustrated or enraged, and it throws cun- pass, capital of the Isle of the Cyclops, and another resides in
ning and deception out the window in favor of brute force. The Bleakness in the Land of the Damned as a minion of the
Which can be used to make it reveal itself and its secret plots, Chaos Lords.
charge into combat, take on more than it can chew and even Enemies: Triumvirate Dragons consider all dragons and the
fight to the death. followers of Dragonwright as their enemies, and take great
The dragon’s life-long competition with the priests and fol- pleasure in harassing, embarrassing, undermining and killing
lowers of Dragonwright and other dragons can also be used them. Dragon slayers, heroes out to foil their schemes and any-
24
one who hunts them are also regarded as enemies. Otherwise, Palladium Fantasy are found in Rifts®. Either allow them,
the Winged Hydras find people of all races fascinating and fun justifying that the dragon comes from an alien world/dimen-
to mess with. People are not quite playthings, but the dragon sion, or swap it out for something similar or appropriate for
enjoys playing with their heads, causing trouble in the political that personality. Damage inflicted by fire breath, physical at-
arena, instigating conflict and war, tearing down religions and tacks and magic use the same dice, just instead of doing Hit
antagonizing gods (very irreverent), and using people to get Point/S.D.C. damage, they do M.D., point for point. Thus if
what they want, whether it be treasure, vengeance or stirring an attack did 5D6 S.D.C. damage, it now does 5D6 M.D.; fast
up conflict. and easy conversion.
Allies: Various cults in the Land of the South Winds, certain On Rifts® Earth, Phase World® and elsewhere, Trium-
jungle tribes, Changelings, and anyone willing to trust them virate Dragons behave the same, including concealing their
or work with them. It should come as no surprise that the identity as a dragon. A smart move, because there are those
Triumvirate Dragon is known to associate with Changelings, who fear and hunt Triumvirates on different worlds. First
Deevils and other demonic beings, particularly those known among them, other dragons! Because they are so few and rare,
for lies, temptation, manipulation, and deception. Other allies most dragons and beings do not know what a Triumvirate
include anyone who adores them or can be manipulated, or Dragon’s aura looks like. Seeing the dragon’s aura when it is
is willing to serve them in a subordinate role, is considered a disguised as a humanoid is likely to look unusual and certainly
potential ally. indicates a mage or something more than human, but does not
Triumvirate Dragons love politics and deception, and gen- scream dragon. Triumvirates will find technology fascinating,
erally see life as one big chess game with ever-changing play- though only accessible when in humanoid form. They also
ing pieces (e.g. people). That means any alliance with a Tri- find the politics, power blocks and rivalry on Rifts Earth and
umvirate Dragon is always a temporary and dangerous one, across the Three Galaxies exciting, with plenty of opportuni-
because the dragon abandons or betrays its “allies” when they ties for exploitation, fun and profit. Though they may associ-
have accomplished what it wants or no longer serve its pur- ate and team up with Deevils and demons when it serves them,
pose. An alliance may also be dissolved, usually with treach- Triumvirates recognize the Minion War and demonic domina-
ery, when an ally becomes too annoying, demanding or trou- tion as terrible and fight against them. In fact, the dragon’s
blesome. (Translation: Challenges the dragon and insist on own deceitful nature makes them know how Deevils think and
doing the right thing.) Many an association with a Triumvirate how to manipulate, trick, trap and counter them. Triumvirates
ends when it sends its associates off on a dangerous adventure could be excellent allies (for the moment) against the demons
that is sure to get them in trouble or killed. and infernals.
Rifts® Conversion Notes: A Triumvirate Dragon becomes an For much more info on Dragons: See the Dragons &
M.D.C creature in Mega-Damage settings. Add the Hit Points Gods sourcebook for the Palladium Fantasy RPG®, de-
and S.D.C. together and make them M.D.C. point for point. scribing 14 species of dragons, an overview of dragons and
So a hatchling with 390 Hit Points and 172 S.D.C. has 562 characteristics common to most dragons, 40 gods, 20 demonic
M.D.C. Armor Rating doesn’t apply. R.C.C. Skills, Natural lords, 12 Elemental beings, Spirits of Light, Rune Weapons
Abilities and most everything else remains the same. Magic and more. Written by Erick Wujcik and Kevin Siembieda.
spells may need to be adjusted, as most, but not all, spells in
25
26
Forest Children
Official adventure source material for the Palladium Fantasy RPG®,
but suitable for Rifts® and most game settings.
By Kevin Siembieda
The Wolfen guide sniffed the air and released a low growl of lized people who seldom, if ever, encounter Faeries, have come
disappointment. to think of them as delightful, fragile creatures of mirth and myth.
“We go back to camp, now. Hunt again tomorrow, at first Thus, when they do meet a Faerie, they all too often make the
light.” mistake that their own superior size and strength can overcome
“What?” protested the Elven dignitary. “I’m neither a Wolfen the wit and magic of the Wee Folk, or simply dismiss them as
or a Ranger, but even I can see the blood trail from the stag we nothing with which to be concerned. And Faerie Folk hate being
wounded. He can’t be far, at all.” ignored and dismissed.
“Yes. Trail easy to follow,” said the Wolfen leading the group. Most people have no idea how to safely interact with these
“Stag is near, but we go now.” strange and mercurial beings. The average “civilized” person,
“That makes no sense. Why are we turning back?” from humans and Elves to Dwarves and Ogres, thinks of Faer-
“Beyond the Great Oak is home to the Forest Children. We no ies and their handsome kin such as Sprites and Pixies, as cute,
go there. Hunt again tomorrow, away from this place.” whimsical beings as fragile as the butterflies they resemble. This
“Forest Children? What nonsense is that? Wolfen supersti- illusion is helped along by the Faeries’ slender bodies, attractive
tion?” appearance and tiny size. Indeed, Faeries barely stand a foot (0.3
The Wolfen warrior turned a stern gaze upon the Elven visitor m) tall, and Sprites are half that size. Even the boisterous Pixie
from Timiro. and the gentle Brownie are smaller than three feet (0.9 m). Faer-
“Trust me, friend, not worth offending or attracting attention ies and Sprites may appear clad in clothing made from leaves and
of the Forest Children. You not like their idea of hospitality.” vines or woven grass to hand-tailored cloth and silks, or com-
As if on cue, the Elf turned to what sounded like the laughter pletely nude. Standing before a human, a Faerie or Sprite may ap-
of children and a flute playing in the distance. pear rather like a tiny, perfectly sculpted, porcelain doll adorned
“Is that music? And ... children laughing? Way out here?” with beauty butterfly wings. They hardly look like a threatening
The Wolfen put a heavy paw on the outlander’s shoulder and monster. The Wolfen and their kin know otherwise.
pushed him hard, back down the way they had come. The Elf The “Forest Children” as the Wolfen call them, are forest
turned and was about to protest the rough treatment, but the look spirits to be shown the utmost respect and courtesy. Wolfen and
in the Wolfen’s eye silenced him. It was then he realized the other their canine kin know that when it comes to Faerie Folk, appear-
three Wolfen accompanying their group had already vanished ances are deceiving, and that the Forest Children are creatures of
from sight into the woods. It always impressed him how creatures chaos that wield magic capable of vanquishing even the greatest
so large could move so silently and so quickly. of Wolfen warriors.
“Are we in danger, Nrrwood?” They are aptly named by the Wolfen because Faerie Folk love
“No. Not if we move quickly.” nature and dislike the trappings of civilization. As far as most Fa-
Legends about the Great Northern Wilderness abound. It is a erie Folk are concerned, cities and towns are scars upon the land
land known for its harsh and unforgiving winters, its many ex- and attract filth and vermin. As a result, most Forest Children stay
otic and deadly creatures, and the dense woods’ proximity to the away from noisy cities and towns. They much prefer the savage
fabled Land of the Damned. Not the least of its dangers were the beauty of the wilderness. As humanoid kingdoms rise, be they
Wolfen. But there is a creature that even the mighty Wolfen fear founded by Elves or humans, Wolfen or other “Big Folk,” the
and respect above all others – Faerie Folk. denizens of Faerie move away to more serene, remote woodland
Faerie Folk, and Faeries in particular, may be tiny and seem surroundings. While some communities are rumored to have one
frail, but they are dangerous creatures of magic never to be taken or more Faerie Folk make their home in large and lovely city
lightly. Many an adventurer to the Great Northern Wilderness has gardens or parks, or in meadows near a city or town, most prefer
learned this the hard way. remote areas away from the calamity of “civilized” people.
Tales of Faeries abound in the lands and cultures of all peo- Though Faerie Folk tend to be reclusive, and careful to avoid
ple, as Faerie Folk can be found almost everywhere in the world. rushing into the unknown, many are surprisingly curious about
Many modern tales of Faeries have been boiled down into chil- “Big Folk” – as they call humans and other mortals – and may
dren’s fare – heartwarming or humorous fairy tales that speak to watch and follow people from a distance, sometimes for many
the Faeries’ mischievous nature and which paint them as silly miles. Even caravans of travelers are often observed from a
pranksters and cheerful tricksters. However, if one pays atten- distance. Like a rabbit or bird, Faerie Folk are expert at hiding
tion, there still exist undiluted tales that warn of the darker side of among the vegetation, making their presence known only when
the Faerie Kingdom. Even children know that a Faerie’s wrath is they want to do so, or when startled from a hiding place. In fact,
to be feared, and that but a few of Faeries or Sprites can bring a their ability to hide so expertly among the treetops and in the flora
knight or Troll to his knees. Despite the eons of such stories, civi- of the wild makes it impossible for anyone to accurately estimate
27
their numbers. Like squirrels and rabbits, when somebody sees how to treat them even under the most annoying or hostile condi-
one, there are likely to be 10 or 20 others hiding nearby. tions, and most important, how to avoid their pranks and wrath,
The rarity and beauty of Faeries and Sprites, in particular, fas- and share the wilderness with them without incident.
cinate city-dwellers and ignite the imaginations of artists, story- Respect goes a long way with all of this. So does understand-
tellers and even mages. However, it is only Rangers and others ing the nature and behavior of Faerie Folk. It may seem odd to see
who have had first-hand encounters with Faerie Folk who even a towering 8 or 10 foot (2.4 or 3 m) tall Wolfen warrior bowing
begin to understand the primordial and innate magical power and before a tiny creature that is able to stand in the palm of his hand,
danger the little people represent. and treating the Faerie as if he were a king or high priest, but then
Living in the wilderness is not enough to make you an ex- you rarely see a Wolfen or Coyle subjected to the Faerie’s Dance
pert on Faerie Folk. The Barbarian tribes of the Great Northern or any act of malice.
Wilderness, Bug Bears, Orcs and other beings who live in the What the Wolfen know, and most other people do not, is that
wild, know very little about them, and have no interest in learning despite their tiny human-like appearance, Faerie Folk are wood-
anything more. The Kiridin Barbarians call Faeries, Sprites and land creatures who have more in common with a deer or a blue
their kin the “Cursed Ones” and “Little Tricksters.” They see all jay than a human being. Faeries, Sprites and most of their kin live
Faerie Folk as malicious spirits to be avoided or slain whenever off the land. They don’t invent or create works of art. They do
they are encountered. In fact, with the exception of the canine not build cities or machines, nor do they study magic or science.
people, most barbarians and members of the so-called “Monster Though the Forest Children are capable of fighting to defend
Races” (Goblins, Orcs, Ogres, Trolls, etc.) hate Faerie Folk and themselves, and may even swarm to fend off an invader or group
never, ever trust them. of invaders, they do not wage war nor seek power, wealth or pos-
This disdain by savage wilderness people has a lot to do with sessions. They just exist, like any animal of the woods, and enjoy
the Faeries having cruel fun with such beasts, and subjecting them each day as it comes. They don’t involve themselves in politics or
to all manner of deceptions, trickery, and embarrassment. Faerie the affairs of others, they live in the moment and enjoy the simple
antics that breed such a harsh response may include freeing ani- wonders of the wilderness, life, friends and merriment.
mals from traps and snares, springing traps to prevent animals Fairies, Sprites, Bogies, and Toadstools gather in simple tribal
from being captured or killed, scattering horses and livestock or communities, family clans, and small groups; a huge group is
riding them until they collapse from exhaustion, stealing food, 200, a typical group is more like 2D4x10. Other Faerie Folk tend
hiding equipment, untying shoelaces, unknotting rope and fishing to operate as lone individuals, mated pairs or very small family
lines, stealing sweets, leading children and pets astray, covering clans of 3-12. This is why you seldom encounter more than one
trails and tracks which can result in people getting lost, and scar- Leprechaun, Pixie, Brownie, Nymph, Will-o-the-Wisp, Grogach
ing the wits out of folks. More on the Faerie’s idea of fun later, or Spriggan at a time.
but in a hostile environment, any of these “games” can cause seri- Fairies, Sprites, Pixies, Brownies, and Nymphs, in particular,
ous trouble, injury and death. are attracted to places of beauty and serenity, making their homes
Just as many monstrous beings dislike and destroy handsome in meadows and near lakes, among fields of wild flowers, and any
beings (including Faeries) and objects and places of beauty, Faer- location in the forest or mountains that has an incredible view.
ies and most of their kin dislike ugly people, places and things. The Forest Children are inspired by the splendor and majesty of
Which makes monstrous and brutish beings the target of cruel nature, and seek places of natural beauty as well as being attract-
and mean pranks by the Forest Children. Thus, by their very na- ed to places of magic such as ley lines and nexus points. Located
ture, the Monster Races and Faerie Folk do not get along, and in the Great Northern Wilderness are undisturbed places in the
might be considered natural enemies. While it is true some of forest and neighboring mountains that have been home to Faerie
the uglier and wicked Faerie people may associate with other Folk for tens of thousands of years.
monsters, when push comes to shove they usually side with their There are few beings who can travel through Faerie Lands un-
Faerie cousins. There are some exceptions to this, but kinship molested, but the canine people are counted among them. Though
wins out more often than not. Of course, some monsters, like the Wolfen and Coyles try to avoid what they call “Faerie Lands”
Kinnie Ger, Hairy Jack, and Goblins, all of whom are said to be — areas where Faerie Folk are plentiful, especially when in the
cousins of Faerie Folk, are so far removed that most (the excep- company of non-canine people — they too can usually navigate a
tion being the magical Goblin Cobbler) have no sense of kinship domain of Faeries without serious incident. Only the Kankoran
or allegiance to Faeries, and may even hunt them for sport. have earned such mutual respect among the Forest Children that
they can travel and hunt in areas inhabited by them without fear
Faeries and Wolfen of incident. This is of great help when trying to escape or hide
from a human or monstrous enemy, and makes travel through
Wolfen, Kankoran, and even the barbaric Coyle and massive the Great Northern Wilderness easier because the Kankoran can
Bear Men of the North share a unique knowledge and relation- take shortcuts through a Faerie Land where others are wise to
ship with Faeries. Each has a better understanding of the Forest make a detour around it. And not just to avoid possible interac-
Children than most scholars or the wisest of wizards. tion with Faerie Folk, but because Faeries are very protective of
For thousands of years the canine people have venerated Fa- their friends, so if invading Big Folk are chasing or mean harm
erie Folk as tiny forest spirits and woodland guardians. In the ear- to their Kankoran brothers and sisters, they will have to deal with
liest days of their history, the canine people worshiped the Forest the Faeries first.
Children, and learned to always show them the utmost courtesy Here are some of the most notable and common rules regard-
and respect. Countless are the lessons and rules among Wolfen ing Faerie Folk as practiced by the Wolfen and other canine peo-
governing interaction with Faerie Folk. How to address them, ple.
28
! Forest Children are powerful forest spirits, respect and honor and recognize Forest Children as forces of nature, along with the
them as you would respect and honor your own mother. wind, the rain and the sun. Even as the Wolfen become increas-
! Forest Children are born of the Mother Earth, cherish their for- ingly civilized and begin to establish cities and trading posts in
est home and do no harm to the land. the forests of the North, they do so with an understanding and re-
! Never insult, belittle or ignore a Forest Child. Show the utmost spect for the Woodland Spirits, preserving and protecting places
respect and kindness to all Forest Children, for it shall win the known to be home to Forest Children.
day. Remember, they are but children who seek your attention. It is a strange sight to see a massive and burly Wolfen war-
! Never ruin the fun or playtime of a Forest Child. rior bowing and behaving submissively to a tiny Faerie that can
! Be playful and silly. Let Forest Children pull your tail, braid fit in the palm of his hand. But it is this respect and reverence
your hair and cover it with flowers. Let them paint your face that has earned the Wolfen, Coyles and Kankoran the favor and
with berry coloring and ride on your shoulders. Forest Chil- tolerance of Faerie Folk in the North. And why, unless provoked,
dren like that. Your playfulness and laughter will endear you Forest Children, generally, do not pester the Wolfen with pranks
to them. or trouble. They leave them alone.
! Tolerate the Forest Children’s idea of fun and smile, even if All canines in the Great Northern Wilderness carry with them
you want to howl at the moon or bite one in half. two or more small bags of treats for the Forest Children. The
! Always show Forest Children kindness and patience as you pouches that hang around the Wolfen’s neck or are strapped
would with any child. to biceps are often presumed, by humans, to be medicine bags
! Help a Forest Child and you win their blessing, and Mother containing talismans and luck charms, but they really contains
Forest shall smile upon you with safe travel. candies made from honey and maple syrup to be left as an of-
! Offer Forest Children sweets to win their favor. But never fering to Faerie Folk, or as a gift to avoid trouble, or a bribe to
show them where you keep all your candy. And always keep get information or help from a Forest Child. Similarly, when a
some in reserve, for they are many. Wolfen or Coyle is seen gathering berries or honey and leaving
! Never harm or threaten a Forest Child. them on a leaf or large, flat mushroom, it is an offering and show
! Kill a Forest Child without a witness, it must become a secret of respect to the Forest Children; like bringing a gift when you
you share with no one and carry to your grave. visit the home of a friend or attend a party. Gifts to win the favor
! Kill a Forest Child on purpose and in view of another Faerie of any Faerie Folk they may encountered, and to keep the “Forest
and you are doomed. Children” happy.
! Kill a Faerie by accident and you must plead your case, explain Whenever possible, Wolfen and Coyles skirt around areas rec-
and beg for his kin’s forgiveness. Accept any punishment or ognized as Faerie Lands, even if the detour takes them out of their
quest to make amends. And may the gods be with you. way. When it is absolutely necessary to travel through a Faerie
! Never disturb or destroy a Faerie Mound for it is home to the Land, the Wolfen, and even the savage Coyle and the massive
Forest Children. Bear Man, take care to do no damage or harm to the flora and fau-
! Keep a keen eye for Faerie Mounds and circles of flowers, na within that immediate area. All canines know never to hunt,
mushrooms, and trees as they indicate Faerie Lands and mark dig up the ground, cut down a tree, or crush a bed of flowers in
the place of Faerie dances and festivals. Faerie territory. Any animal being hunted is to be left unmolested
! Tie colorful ribbons in your hair, or wear flowers upon your if it wanders into an area even suspected of being home to For-
head and clothing inside out when traveling through a known est Children. A small campfire, if well tended and controlled, is
or suspected Faerie Land. It will help garner safe passage okay to burn in a Faerie Land, but always runs the risk of attract-
through their lands. ing the attention of the Forest Children which is seldom a good
! Never eat food offered by the Forest Children, for it is certain thing. Better to shiver through a cold night without the warmth
to be magic and may be cursed. and light of a campfire, or hot food in the belly, than to risk at-
! Never consume a drink, not even a single drop, offered to you tracting Faeries, especially playful Faeries. And none, except the
by the Forest Children, for it is magic and it too may be cursed. fearless Kankoran, dare approach a Forest Child with deliberate
! Food and drink from the Forest Children are often part of their intention for any reason.
fun and games that you want no part of. Centuries of such displays of respect and reverence have
! A Child of a Forest can make a good and loyal companion for earned the canine people and Bear Man, the favor of Faerie Folk,
a short while, but his long-term companionship can only lead who see the canines as kindred Forest Children who appreciate
to trouble and doom, for her and for you. the forces of nature and understand the ways of the wild.
! The Forest Children belong nestled in their mother’s arms (i.e.
the forest). Never lead one away from her embrace. The home Understanding the Forest Children
of men is a Faerie’s doom, and possibly yours as well.
The canine people refer to all Faerie Folk as the “Children of
! Music and song, laughter and merriment, and bribes with Forest” or “Forest Children,” and for good reason: Faeries and
sweets almost always soothes the heaving breast of the Forest
most of their kin have the emotional disposition and general ma-
Children. When it does not, times must be most desperate and
turity of an eight or nine year old child. Faeries, Sprites, Pixies,
dark. Beware.
and to a lesser degree, Brownies and most Faerie Folk, including
The canine people of the North have shared the wilderness Leprechauns, are best thought of as impetuous and impertinent
with the Forest Children for eons, so they understand them better children, and treated as such. However, you are not their parent,
than anyone. As tribal people themselves, the Wolfen, Coyles, so don’t scold them. That is a recipe for disaster. A playful Faerie
Kankoran and Bear-Men have survived as hunters and gatherers doesn’t like a grouch or anyone ruining their fun. It is this mercu-
29
rial personality that makes dealing with Faeries dangerous. They morality. Playfully mischievous by nature, some scholars count
can be cute, sweet and playful one minute, and willfully defiant, them among the creatures of chaos, as even some of their playful
demanding, selfish or threatening the next. pranks can be painful, cruel or life-threatening. You better look
Though Faerie Folk exhibit considerable intelligence and re- out if you swat at one or do anything to make it angry and not
sourcefulness, they behave very much like playful children. Most convincingly apologize.
have short attention spans, don’t have much use for money or pos- Like spoiled children, Faeries enjoy childish slapstick, pranks
sessions, and love to play, dance and sing. Faeries and Sprites and jokes that make people look ridiculous, including themselves.
more than any of the Faerie Folk, with the possible exception of They find it endlessly hilarious, for example, to strip people na-
Pixies and Brownies, like to frolic and play, enjoy beauty and ked and make them do silly and outrageous things like jump into
seek fun and playmates to game with. Their playful spirits can a mud puddle or roll around in pig slop or horse manure. They
make them quite boisterous among their own kind, laughing and see absolutely nothing wrong with embarrassing and humiliating
chasing insects, riding on the backs of frogs and rabbits, dancing Big Folk. In fact, it is one of their favorite pastimes! The sillier
in mid-air with butterflies and dragonflies, and engaging in all or more embarrassing the prank, the better. Farting, wearing silly
sorts of aerial acrobatics and silliness. When relaxing, they may hats or clothing, pratfalls, slapstick, pies to the face, honey in the
sun themselves on a tree branch, rock or lilly pad, or lay hidden in hair, spilling drinks, turning people a different color, buckets of
the tall grass, or in the case of a Sprite, inside a large flower, and water or milk spilled over someone’s head, pulling down some-
watch the clouds go by. one’s pants, tripping people and watching them fall (especially
Like an impetuous child, most Faeries and Faerie Folk lack into water, garbage, mud, goop, manure or a prickly plant like
social graces and don’t see things in the same light as adult hu- a raspberry bush), and similar antics are all hilarious to Faeries,
mans. They don’t understand or like rules and laws or anything and never get old. They also find tremendous amusement in bad
that curtails or limits their fun. They ignore the things they don’t puns, getting people in trouble, causing brawls, stripping people
like, and constantly need to be gently reined in, or let loose to go down to their underwear or completely nude, and having them
off and play. stand on their heads, do somersaults, handstands, cartwheels and
Described by some as morally ambiguous, and by others as silly dances.
downright wicked, it is more the case that Faeries Folk do not Some of these pranks and “games” have lingering side effects
understand the human condition. Nor human frailty or human and dangers as well. For example, a bucket of milk spilled over
30
someone’s head may be funny (or not so funny for the victim of it in your pants, and I will give you a clue.”) The more angry or
the prank), but now the person’s hair and clothing is covered with desperate the victim(s) becomes, the more fun it is for the Faerie
it. Milk has a scent/odor to begin with, so unless it is washed out, Folk. On the other hand, if the victim actually makes it a game,
it will attract pesky insects and maybe certain animals. It also laughs about it and joins in on the fun and silliness, the Faerie
makes the character and anyone with him, easier to track by be- Folk are likely to appreciate him as a fun playmate, and be more
ings who have a keen sense of smell, like Wolfen, Coyles, Bug helpful. (“You are getting hotter/closer.” “Oh no, you are cold.
Bears, etc. (+15% to their tracking skill). Over time, the milk Nowhere near.” “Oh yes, you are getting hotter again.”) In fact, if
(eggs, wine, etc.) spoils, creating a sour smell that is repulsive the Faeries had a really good time, and their Big Folk playmates
to the victim covered in it as well as those around him and the were good sports, they are likely to reveal the location of the hid-
people he meets along the way. If out in the wilderness in the hot ing place or return the item(s) to them. Note: This is not the case
sun, these problems manifest quickly. Bugs are attracted by the for games of vengeance, see below.
odor, may bite, and become a constant annoyance and distrac- In the case of fun, the Faerie Folk may find it funny to watch
tion (reduce Perception Rolls and initiative by half, -5% to the humanoids tear apart their gear looking for the missing items, be
performance of skills). All of this, by the way, is funny to the it a frying pan or magic item. They also like putting a valuable
mischievous Faerie Folk responsible. someplace that requires Big Folk to go through an ordeal to re-
Similar antics may involve syrup, honey or jam smeared in the trieve it: climb a tall tree or cliff, swim through crocodile infested
hair or on armor and clothing, or the use of wine, eggs, and other waters, battle a monster or animal for it, etc.
foods and drinks, or aromatic material, including animal feces. On a happier note. Faeries, Sprites and Pixies love happy
Similar “games” or pranks may involve sneaking raw meat or a music, singing and dancing, stories too, and can be entertained
blood soaked rag into a person’s pocket, hood or backpack so that and won over by them. However, when feeling particularly mali-
it might attract a bear, wild dogs or other animals, especially at cious, they enchant Big Folk to dance and dance until they col-
night while the unsuspecting victim sleeps. Another favorite joke lapse from exhaustion. Only then, or after they have had their fill
is leading people into a situation where they might get “skunked,” of “fun and games,” do the Faeries release their victims and fly
or attacked by bees or hornets (dropping a hornet’s nest in the away. You see, all of this “fun” is often forced upon Big Folk via
middle of a group of adventurers is great fun!) or luring them Faerie Magic.
into the lair of a wild animal like a bear, badger, Peryton or even Thankfully, a Faerie’s great sense of humor means they rarely
a dragon or Orcs. stay mad for long, and silliness and jokes can turn an angry Faerie
Another favorite ploy by Faerie Folk is a playful game of hide back into a cheerful playmate in a matter of seconds. That’s why
and go seek. Only in the Faerie Folk’s version of this game, they one of the defenses against Faeries is wearing your clothes inside
steal something important or valuable to the individual or group, out. It is funny to them, leaving the Faeries in stitches. They are
and make him or them have to search for the item. This may be a so busy laughing, or appreciate the gesture, that they leave the
map, a magic scroll, Holy or magic weapon, a favorite weapon, a people alone, provided the Big Folk do not do anything to invite
pouch of gold and gems, food supply, and so on. their wrath.
Ironically, with a few notable exceptions like the Leprechaun Likewise, someone who is a “good sport” about being the
and Dead Moon Hag, most Faerie Folk have little desire for valu- subject of endless teasing, jokes, hair pulling, having their hair
ables, gems, gold, possessions or power. Not like humans and or beard tied into tiny ponytails with bows or flowers in them,
other Big Folk. Thus, they may deliberately deprive people of dancing and so on, are likely to, temporarily, win their favor. A
their belongings just to watch what unfolds. A mischievous Fa- cheerful Faerie may share information and rumors, point the way,
erie might take a bag of gold or gems, a scroll or other items heal the injured, lead the thirsty to drinking water, the hungry
while digging through a person’s pack looking for sweets and use to a fruit tree, and do other things to help a big playmate they
it in a prank. (“Oh no! That was my holy sword that just fell into have enjoyed. And on rare occasions, even give him a weapon or
the river!” “Is that my Gryphon Claw guantlets hanging from the magic item, especially if they know their playmate is going off
antlers of that moose!?”) When a Faerie realizes a particular item to battle a monster or evil force that also threatens Faerie Folk,
is precious to a mortal, it becomes a potential target for their ideas Wolfen or the forest.
of fun and games. The trick to surviving a Faerie encounter is trying to have
And since Faeries and Sprites can fly, and others are excellent fun with it and to bid a fond goodbye before the Faeries’ mood
climbers, the item could be hidden up high on a branch or cliff, changes or you accidentally offend one of them. Leave a Faerie
or inside the hollow of a tree, or under a log, or just above a hor- happy and it will be happy to see you again and is willing to
net’s nest, or inside a gryphon’s nest or the cave of a bear, and vouch for you with his fellow Forest Children.
so on. Even if the stolen valuable is just up in a tree, an armor- It should be said that playing and partying with Faeries can be
clad character is likely to find it necessary to remove his armor tremendous fun, particularly if they take a liking to you. As with a
to climb the tree – pieces of which may be stolen and hidden by child, Faerie Folk can be sweet and endearing, and at times, gen-
the Faeries to continue the fun and games – as well as leaving erous with their affections. It is just that they play harder and lon-
the individual vulnerable without his armor! Worse, a thief, rival ger than most humans can endure. Worse, they have boundless
or enemy may find the stolen valuables first, and keep them for energy and enjoy the same stupid prank or trick over and over
himself, or the time it takes to find the items could become an is- again, which can get very tiring for anyone who is not a Faerie
sue for the victim and his teammates. Of course, the Faeries are or a child himself. And never accept food or drink from a Faerie.
happy to provide hints and clues to the whereabouts of the hidden Odds are it is enchanted and could have lasting repercussions if
item in exchange for a treat or a silly antic. (“Hint for honey. Hint you partake in it. As always, the challenge is turning down Faerie
for honey.” “Stand on your head and spin.” “Catch a fish and put hospitality without offending them. Pretending to be too full is
31
one of the best responses. Saying you are allergic is a bad one, as the Faerie Folks’ sense of adventure, anarchy and justice is more
they are likely to want to see the funny (or not) allergic reaction. likely to compel them not to destroy such items or make them ir-
retrievable, but rather to place them someplace inconvenient, and
Revenge Games which inevitably leads to punishment, suffering and adventure. If
done well, it could result in weeks, months or years of entertain-
You won’t like them when they are angry ment and satisfying revenge for the Wee Folk. This particularly
Make a Faerie or Sprite angry and they can become wickedly cruel prank or punishment is the genesis of stories about Faeries
mischievous, cruel and dangerous in the extreme. They seldom, sending a hero or villain off on a quest to vanquish a monster or
outright physically attack anyone unless defending their home, a to rescue a fair maiden, or recover a powerful weapon or magic
friend or their tribe. Instead, Forest Children prefer to harass and item. As the stories go, if he succeeds, there is a magic weapon or
torment for days, months and years on end. They love to trick and treasure as his reward, or something else that helps him triumph
send people to their doom and on fool’s errands that are certain to over an even greater evil, or helps him to become a hero of re-
lead to misfortune and suffering. Faerie Folk love to send people nown. And sometimes it is true.
they dislike or seek to punish into dangerous situations and en- What is left out of such stories is that the magic item or trea-
vironments that are likely to get them killed. And they are happy sure was put there by the Faerie Folk in the first place. And if the
to mislead such people over and over again, delighting in every Faeries find out an enemy or rival wants the item(s), they may tell
wound, injury and loss the hated ones suffers. And if he is fool- him the location or secretly lead him there, instead, or in time to
ish enough to keep coming back for more (“I have succeeded in challenge the person they hate.
the task/quest you set for me.”), they keep sending him into more Getting an item returned is not an option for hide and go seek
deadly situations and pointless quests until he either gives up or games that are done in vengeance. Revenge games are spite-
is finally killed. ful, cruel and designed to hurt and punish someone. The Faerie
The wrath of Faeries is legendary, and the greater the of- Folk involved never reveal the location, unless it is someplace
fense the more vindictive the Forest Children become. Vindictive that is likely to get the person killed. And even then, the Forest
and vengeful Faerie Folk may do any number of nasty things to Children are more likely to lie about the location so that if the
those who have incurred their wrath. Some may seem like minor person(s) they want to punish survives, he still does not recover
sabotage, such as undoing harnesses and saddle straps to cause a his belongings. Odds are the vengeful Faeries send him on many
person to be thrown from a horse or releasing a dangerous animal a fool’s errand or quest that has no possibility of recovering his
from a pen or cage, but both can lead to serious injury and fatali- precious possession. When Faerie Folk seek to punish someone,
ties. Likewise, they may steal or shred boots (it’s hard to travel, they make finding the item(s) as difficult, painful and dangerous
especially through the woods, in bare feet) or clothing, hang a to recover as imaginable. If someone else finds it before him, or
weapon or scroll high up in a tree or mountain ledge, chase away at a later time (often years or decades later), they do not care, as
horses and pack animals, lead wild animals and monsters to the long as it is not the person being punished.
target of their wrath (they love seeing people run for their lives Strangely, the Faeries’ logic and sense of fair play is such, that
or in terror from a predatory monster or stampeding herd of ani- even when they are trying to help a hero, he too must vanquish a
mals). Big People have been known to be tormented and tortured monster or face an enemy or survive great peril to win the prize.
by vengeful Faeries by being sent out in the wilds without clothes Likewise, even those they intend to punish or hope will suffer
(a death sentence in the Great Northern Wilderness in the winter), and die, usually have a shot at “winning” a treasure. Such quests,
and/or without weapons, and left to find their way back – if they whether they be for heroes or hated villains, are designed to en-
can survive – or made to dance until exhausted, or made to fight tertain the Forest Children. Not only do the Faeries get to watch
a bear, lion or monster, or sent into other dangerous situations. great feats of daring and courage from a safe distance (the people
Another favorite revenge plot is to implicate the target of their on the quest probably don’t even know Faeries are watching).
ire of theft or a wrongdoing among his teammates. This is done It also provides them with spectacle and great stories to tell for
by the Faerie stealing an item and planting it or other evidence generations to come. Half the fairy tales and hero quests that are
on him. Faerie Folk may also lie about seeing the accused do written or sung about have actually been orchestrated by Faeries!
the dirty deed. Anything that causes the person of their disdain Ultimately, even punishments and vengeful pranks are a way to
torment, loss, terror, injury and death may be put into action by amuse Faerie Folk who are entertained by all the heroes, fools
vengeful Faeries. This include them identifying the person they and villains who come to fight the monster and meet their end at
want punished as guilty of crimes to creatures like Ogres, Trolls its claws, or win the treasure. For the Faerie Folk, it is like watch-
and witches, who attack first and ask questions later. If the player ing a boxing match or live theater. (G.M. Note: And it is a great
group suddenly finds a band of Orcs, Coyles or Iceborn after them source for all kinds of adventures, quests, clues and rewards for
for no apparent reason, it is probably because a vengeful Faerie your player group.)
Folk identified them (or someone in their group) for some terrible Faeries and their kin like to put captured, found and stolen
wrongdoing, or being in possession of something the monsters magic items, scrolls, books, wands, weapons, armor, gold, gems,
want. and objects they believe humans treasure, in the lairs of monsters
Remember the hide and go seek game Faeries and Sprites and animals, witches and other dangerous beings, and challenging
like to play? That game can turn ugly and deadly when a Faerie locations. Every attempt by somebody to retrieve the “treasure”
is out for blood. or “great magic,” gives Faerie Folk something exciting or funny
A favorite ploy and type of punishment is for a Faerie Folk to watch, as the case may be. This is where a Faerie’s ire can turn
to steal and hide, bury or discard valuables, weapons, and magic deadly, and it is also another example of how differently Faeries
items. Such things may be dropped into a river, lake or bog, but think and perceive things. Case in point, Wee Folk find it enter-
32
taining and funny to see Big Folk die following a hero’s quest or As you might suspect, Leprechauns can be bribed and infor-
fighting a monster, evil wizard or dragon. A person getting killed, mation purchased with gold and bottles of booze. Any kind of
especially if he/they offended or angered the Faerie(s), can be booze. Leprechauns love their alcohol. However, you can NEV-
hilarious to them. Funny and ironic. And in some cases, the quest ER buy their help. If you are accompanied by a Leprechaun who
may serve the purpose of a morality play, justice (i.e. punishment claims he’ll take you to the lair or den of monster X, or help you
for one’s crimes against Faeries), or the handiwork of Fate. fight villain so and so, it is a lie. Leprechauns never face danger
The moral you need to take away from all of this is, do not or fight unless they have no other choice. They certainly never
piss off Faerie Folk and beware of any quest presented by them. risk their lives for Big Folk. Odds are, at the first opportunity, the
The Wolfen and their canine kin learned this ages ago. Humans cheerful drunk slips away when nobody is looking, and probably
and most other Big Folk, on the other hand, never seem to learn. with one or more money pouches or the very treasure he helped
Which gives Faerie Folk plenty of entertainment. you locate. Even in chains, a Leprechaun always finds a way to
A note about fair play. The Faerie Folk’s sense of fair play escape, or get you killed, or beholden to him. And he always gets
means that if they send a “hero” on a quest, the item, treasure or away with some of the gold.
information he seeks, really is there. This holds true, half of the
time, even for those whom they seek to punish or see dead. The
other half of the time, the specific item desired may not be there,
but there will be some sort of reward. That’s just how Faerie Folk
think things should work.
34
a jar of honey or a handful of candies or cupcakes for a suit of Otherwise, the Forest Children live off the land and enjoy the
armor, weapon, scroll, potion, or magic item. HOWEVER, the splendor of nature. At dawn, Faeries and Sprites rise with the sun
Faerie must feel it is a fair trade. If the creature comes to believe and to harvest flower nectar, drink and wash their faces in fresh
it has been swindled, watch out if you are still in the area or pass dew, eat berries, fruit, nuts, honey, and certain edible mushrooms
through again. (See Faerie wrath and vengeance.) and plants. This also means they are very knowledgeable about
Some of the other Faerie Folk have additional weak spots for spices and herbs and which ones are suitable for herbal medi-
wine, liquor and other items. Pixies love all well-prepared foods, cines.
and eat almost any tasty food from chicken and duck to a leg of
lamb, to breads, pastries, candy and good wine, but not hard li-
quor, and are always attracted to new, exotic foods to experience.
Brownies love sweets, especially berries, honey, pies and jams,
but also enjoy fresh cow and goat milk, cheese, bread, biscuits,
The Grandelson Curse
and cakes, and adore pancakes with syrup or berries. Everyone Adventure setting, NPC villain, monster & magic
knows Leprechauns love gold and hoard the precious metal, but
they also adore wine, brandy and other quality liquors to such a Lord Grandelson the Younger
degree that many are inebriated or sleeping off a night of drinking
half of the time. If you want to get a secret out of a Leprechaun, Lord Ander Grandelson the Younger of the Western Empire
get him drunk first. Of course, that’s easier said than done, be- had big plans for a building an empire of his own in the new
cause most Leprechauns hold their liquor well, and can out-drink frontier of the Eastern Territory. At least until they ran afoul of a
any three large men. Moreover, most Leprechauns would rather tribe of Forest Children.
die before revealing the location of their pot of gold. A pot that is Originally hailing from the Western Empire, the Grandelsons
likely to contain some gems and jewelry (10% of their treasure) never really fit in with Western society. Most considered Ander
and maybe a few (1D4) silver-plated daggers and/or a magic item Grandelson, the Elder and the Younger, both to be arrogant and
or two. The Grogach, Nymph and Saytr have a weakness for ignorant louts who only became wealthy through a happy acci-
wine and flavored liqueurs. Mermaids and Merrows enjoy wine dent. In deed, this middle-class family of traders and adventurers
and rums. The Dead Moon Hag, Puck, and Hairy Jack enjoy struck it rich when they stumbled upon ancient ruins during an
wine, stout beers and hard liquor, and Spriggans and Bogies may expedition in the Yin-Sloth Jungles, near the Baalgor Mountains.
overindulge on wine, mead, ales and beers. The craving of the Led and financed by the adventurous Grandelson the Elder, the
Kelpie and Kinnie Ger is said to be human flesh. discovery left them with ancient Elven artifacts from the Elf/
Again, as cute as some of this may sound, it can lead to trou- Dwarf War and a small fortune in gold and gems. Arguably even
ble, as Faerie Folk may sneak into the camp and wagons of Big more valuable and important, were the Greater Rune Weapons
Folk and rummage through backpacks and packages looking for the Elder found in the ruins. Each of which was worth a fortune in
treats. Ransack is probably a more accurate word than rummage, their own right and made the Elder a very powerful man.
as a sweet obsessed or angry Faerie can be surprisingly destruc- Overnight, the family was rich beyond their wildest dreams.
tive and careless, tossing flint and tinder box, pens, chalk, ink, However, while those in Western high society had to acknowl-
paper, combs, and such, aside like they were junk. Other times, a edge their wealth, and the power of the coveted Rune Weapons,
stealthy Faerie, Sprite, Pixie or Leprechaun sneaks in, takes what they never accepted the Grandelson family. They were new
he wants and slips away without a trace. It is not until someone money, after all, and unskilled in playing the political games or
finds their bottle of wine or food missing that they realize they the boot-licking that goes on in the Western Courts or between
have been robbed. And if the Faerie culprit is nearby and sees a the established Western noble families and merchant kingpins. It
Big Folk accuse one of his comrades for the theft, and an argu- made life among the wealthy in the Empire of Sin difficult, to say
ment or brawl ensues, all the better – treats and a show! Brownies the least. It didn’t help matters when the holdings of the boastful
are the only ones who are always considerate of other people’s Elder Grandleson in Phi and Lopan went bust, and the family
belongings and they are very neat and quiet. It should be noted threw away their money on lavish parties and flagrant displays of
that a Brownie NEVER steals. Well, not exactly. He or she al- wealth. As the family’s diminishing fortune were made known,
ways leaves something in trade for whatever is taken. The trade the Elder and his family became a laughing stock. It is said the
item could be some sort of work to pay for the food (wash and shame of it all finally stopped the Elder’s heart, leaving what was
fold clothing, chop wood, feed the horses, leave some other type left of the family fortune to Ander Grandelson, the Younger.
of food like fresh caught fish, berries, edible mushrooms, eggs, Maligned and bullied in the Empire of Sin, Grandleson the
etc.). Younger decided to build himself and the family a kingdom of
their own in the Eastern Territory – a land of opportunity for
Faerie Foods. Since Faeries and Sprites enjoy good food, it those bold enough to seize the moment. The family had consid-
makes sense they like to cook and make a variety of foods and ered staking a claim in the Lower Territory which was already
wines themselves. However, they often enchant their foods to becoming civilized, until Grandelson the Younger learned he
inflict unwanted magical effects and curses upon those who eat could purchase four times the land in the Disputed Lands in the
them. In many cases, this is, again, a Faerie’s idea of fun and North. So it was he sunk the family fortune into the land and the
practical jokes, but usually not so “fun” for their victims. Forest army he raised in order to hold it against the Wolfen barbarians
Children also use enchanted Faerie Foods to trick and defeat Big who claimed the Disputed Lands belonged to the Wolfen People.
Folk and monsters who represent a danger, putting them to sleep, Like most people from the civilized south and west, Ander
etc. believed the stories describing Wolfen as dumb, barbaric, baby-
35
36
eating savages. So it came as a shock when he discovered them to the Rune Weapons taken from him. That, and exacting revenge
be skilled and disciplined warriors. The savage and bloodthirsty upon the Faeries responsible once he gets his weapons back. The
Coyles were more in line with what he had expected, but even Faeries know this – everyone knows this – which is why they will
they were better fighters and much greater numbers than he had never return his weapons to him or anyone associated with him
ever imagined. or his family.
Two things gave him confidence in fighting the monsters Meanwhile, his fledgling kingdom has fallen into a shambles.
and building the Grandelson Kingdom out of the wilderness: It is little more than a castle, a lawless frontier town and a few
his elite squad of Risinor riding warriors and the powerful Rune trading posts of the worst sort, surrounded by a few dozen farms.
Weapons left in his possession after the death of his father. Both His family has left him, most returning to the Western Empire in
would be taken out of play before they could make a difference. disgrace, a few returning to Lopan to try to make a go of things
Ander Grandelson the Younger’s Risinor Dragon Legion, there. All of this, it is said, has Grandelson the Younger into
as he calls this elite fighting force, had taken the extra step of madness. He still retains half of his original 36 Risinor, the rest
training their riding animals to hunt and prey upon Coyles and escaped into the wild or were slain on one ill-conceived quest
Wolfen. With plenty of opportunity to fly and hunt, Grandelson or another. The remaining elite guard stay because they rule his
the Younger reasoned the Risinor would do well in the Disputed kingdom and run the trading posts. This makes them a decent liv-
Lands of the Eastern Territory. The creatures even liked playing ing and gives them the sort of power bullies such as they seek. All
in the snow and did not seem to mind the cold too much. What of them are scoundrels who engage in all manner of dirty dealings
limited their effectiveness in the Great Northen Wilderness is the with Coyles, cutthroats and outlaws, which gives them a tidy sum
forest itself. The woodlands are so dense that Risinor have trou- of money they skim off for themselves without Ander knowing it.
ble seeing prey on the ground from the sky above, and are unable The leader of the Dragon Legion, Sir Cransin Nestro, is
to swoop down and attack until there is a clearing, which are few the most powerful and the worst of the lot. It is he who runs the
and far between. This makes them most effective along the shore kingdom for his master, and has Grandelson’s complete trust and
line, farmland, pastures, and places like Ophids Grasslands or up confidence. Moreover, he still leads the corrupt Dragon Legion
in the mountains where the forests are thinner – none of which who answer only to him. Thirteen evil brigands who still have
apply to the undeveloped landholding purchased by Ander the their trusty Risinor steeds to terrorize the land and enforce their
Younger. At least not until he began to clear the land for farming will on the people. Grandelson the Mad, as people now call
and livestock. Both things that the Wolfen, Coyles and Forest the Younger behind his back, is oblivious to their underworld
Children fought relentlessly to stop! His 36 Risinor and riders dealings, and trusts Sir Cransin to run his affairs while he deals
have had plenty of opportunities to hunt and fight, they just have with more important matters, as outlined above. Consequently,
not made the impact their Lord expected them to make. the Dragon Legion have a free hand in conducting their criminal
Ander’s greatest defeat, however, has been the loss of his enterprises.
family’s precious Rune Weapons at the hands of angry Faer-
Half of the time. Grandelson the Mad locks himself away in
ies. He and two of his dragon legionnaires had chased a pack
his castle. The other half he is off on a quest or flies out on his
of Coyles into the forest when a Faerie appeared to scold him
Risinor Dragon Stallion to inflict his rage upon someone he be-
for not being very nice. A belligerent man to begin with, Lord
lieves has wronged him, or to join an adventurer group in search
Grandelson the Younger, in no mood for a silly dalliance with a
of his lost Rune Weapons, or to acquire a new fortune. According
Faerie, bellowed at it to begone and swatted her away. The Faerie
to recent gossip, Grandelson the Mad has begun consulting with
was actually struck, and while it fluttered to get out of the way,
witches and dark forces. One rumor suggests he has cut a deal
Grandelson’s Risinor tried to swallow her whole. One thing led
with three sisters, all Dead Moon Hags, to do whatever it takes to
to another. The conflict that ensued left one Faerie dead and four
make the inhabitants of the Faerie Mound that took his treasured
others injured, and threats from Grandelson the Younger that he
weapons, suffer until they give up the location of the items.
was going to destroy the nearby Faerie Mound and burn down the
forest around it.
Lord Ander Grandelson the Younger
The encounter ended with Grandelson the Younger and his
two warriors stumbling out of the woods, beaten, naked and cov- A Lord from the Western Empire
ered in scratches and bruises. They had been missing for three Self-Claimed King of Grandelson Castle
days. Three days of non-stop harassment and punishment at the
hands of the Forest Children. Three horrifying and humbling Also Known As: Grandelson the Mad, Ander Grandelson the
days and nights. Worst of all, the Faeries had taken all their pos- Younger, and Grandelson the Wicked.
sessions, including Grandelson’s four precious Rune Weapons. Race: Human
The fortunes of Grandelson the Younger have only gotten Alignment: Diabolic (was Aberrant at one time).
worse since that fateful day nine years ago. He uses what little Attributes: I.Q. 15, M.E. 7, M.A. 10, P.S. 23, P.P. 17, P.E. 15,
money he has left to hire adventurers to go on quests given to P.B. 10, Spd 18.
him by the Faeries and to investigate every rumor he hears about Hit Points: 74. S.D.C.: 30.
Rune magic. He also hires adventurers to go on expeditions into Height: Five feet, 9 inches (1.75 m). Weight: 164 lbs (74 kg).
the wilderness and the Great Northern Mountains, and some say P.P.E.: 4. Age: 54
into the very Land of the Damned, in search of new treasure and Disposition: Ander Grandelson, the Younger is quite mad. He
magic that might save him from financial ruin and restore him is obsessed with the recovery of his inheritance and destiny
to greatness. His obsession with the attainment of power and stolen from him by the Faeries of Lilly Hill in the form of his
wealth is almost as all consuming as his obsession of recovering Rune Weapons. Grandelson the Mad had big plans and those
37
weapons played a key role in them. Without them he has noth- Notable Equipment: Skyfire the Rune Staff, described below.
ing. With them the world is his to conquer! As a lord of even a floundering kingdom, he can acquire pret-
The madman bounces from melancholy to outbursts of ty much, whatever he needs, including all items listed under
rage, violence and acts of cruelty and wanton destruction. the Merc Fighter O.C.C., plus the following: Magic Armor:
When feeling especially frustrated or angry, he flies off on his Leather of Iron (A.R. 15 and 199 S.D.C.!), a pair of magical
Risinor with 1D4 of his Dragon Legion in tow, and finds a rea- Gryphon Claw gloves (2D6 damage per claw strike), a magi-
son to attack and slaughter someone. This can be adventurers, cal broadsword (it does 2D4+2 damage and the sword is inde-
mercenaries, a band of Wolfen, Coyles or other monster race, structible and can perform a Blinding Flash three times daily),
or just innocent travelers minding their own business. He also a silver-coated knife (1D6 damage), a silver cross worn around
engages in rape and torture. Other times he finds an adventurer his neck, four healing potions (3D6 H.P. restored per potion),
group to hire to go off on some insane quest, usually following two Chameleon Potions, one Fly as the Eagle potion (lasts
a lead to what he hopes is one of his treasured Rune Weapons. 30 minutes), one Truth Serum, one Might of the Palladium,
Sometimes he joins the party on the quest. At times, Grandel- a backpack, tent, bedroll, knapsack, saddlebags, 2 canteens,
son the Mad can seem quite sane and reasonable, especially in 2 week supply of rations, a wine skin of fine Eastern Wine,
the early stages of quests, when he is optimistic. But if there a bottle of brandy, 4D6 pieces of candy, and some personal
are delays or too many hardships or disappointments, the mad items. Note: As the king of the crumbling Grandelson King-
king becomes surly, short-tempered and cruel, even abusive. dom, he has access to all the resources of the kingdom. His
When the quest comes to an end, and one of his Rune Weap- main henchman being Sir Cransin. Note: Grandelson NEVER
ons is not found among the spoils of war, the full force of his shares any of his belongings or magic.
madness is revealed in raves and paranoid behavior. Lucky Transportation: Raging Fury, his Risinor Dragon Steed (240 Hit
quest partners see him fly away in a rage (and often with half Points for main body, 5 attacks per melee). The beast is com-
the treasure or the plum items). Other times, he starts to blame pletely loyal to Lord Grandelson and like all of the Risinor,
them for every problem and may engage in actions that put has developed a taste for Wolfen, Coyle and human flesh.
them in harm’s way, or he arranges accidents, or he betrays He has a riding horse named Quicksilver (26 Hit Points, 23
them, or picks them off one by one, or leaves them to an un- S.D.C., 2 attacks per melee).
certain fate after he betrays or abandons them. If they should Money: Honestly, he doesn’t know how much money he has left;
survive and they meet again, there is a 01-50% chance that less than he thinks. Sir Cransin always makes sure there is at
he treats them like long-lost friends and he has a new mission least 100,000 in gold and silver available to fund whatever
for them. Any differences they had, real or imagined, forgot- mad quest the would-be king wants to sponsor, but beyond
ten or forgiven. 51-00% chance he remembers them through that, the kingdom (if you can call it that), is pretty broke. What
the filter of insanity as treacherous villains who used him and profits there to be made are skimmed away by Sir Cransin, and
his money to fund their expedition, leaving him with nothing, the town has become a rough and tumble stomping ground
and/or because of their incompetence or something they did, for mercenaries, adventurers, thieves, smugglers, pirates and
they failed him. As a result, they are the subject of his disdain all manner of cutthroats operating in the Disputed Lands,
and lasting vengeance. Eastern Territory and southern portion of the Great Northern
Description: Average height on the small side, strong and mus- Wilderness. That includes playing both sides of the conflict
cular for a man his age, and capable of fighting opponents half in the Disputed Lands – humans and Coyles/Wolfen (mainly
his age. He has long, light brown and grey hair, a moustache Coyles).
and a long, flowing beard (see cover to this issue).
Experience Level: 10th level Mercenary Fighter and nobleman.
Skills of Note: Athletics (general), Climb/Scale Walls 90%,
Skyfire the Rune Staff
Dance 90%, Forced March, Heraldry 90%, Horsemanship: Grandelson the Mad’s primary and favorite weapon is his sole
Exotic Animals: 85/75%, Horsemanship: General 90/75%, remaining Rune Weapon, Skyfire the Lightning Staff. It is the
Hand to Hand: Assassin, Interrogation Techniques 75%, Sur- only ancient Rune Weapon in his possession only because he did
veillance 80%, Land Navigation 72%, Languages: Western, not have it with him the day he crossed the Faeries of Lilly Hill. It
Elven and Gobblely 95%, Eastern 60%, Literate in Elven is an example of ancient Rune Weapons of tremendous power that
75%, Math 95%, Swimming 95%, Recognize Weapon Quality have abilities beyond those commonly known. Skyfire possesses
95%, Wilderness Survival 85%, W.P. Knife, W.P. Staff, W.P. all the standard powers of a Greater Rune Sword (see Palladium
Sword, and W.P. Shield. Fantasy RPG®, page 250), plus the following, very special abili-
Attacks per Melee: Seven. ties. Skyfire is an ancient Rune Staff created by the Dwarves but
Bonuses (includes all bonuses): +2 on initiative, +3 to strike, once used by the Elves against them in the Elf/Dwarf War.
+5 to parry and dodge, +12 to damage, +4 to disarm, +4 to Staff’s Alignment: Anarchist and likes to humor Grandelson
pull punch, +3 to roll with punch/fall/impact, paired weapons, on his quests and moments of insanity, contributing to his mo-
critical strike on 19-20, knockout on a Natural 17-20, kick at- ments of paranoia. Skyfire enjoys the madness and chaos of her
tack does 2D4, leap kick does 2D6 but counts as two attacks, owner.
body flip/throw does 1D6; 55% to evoke trust/intimidate, +2 I.Q. and other properites: I.Q. 17, communes with Grandel-
to save vs Horror Factor and +1 to ALL saving throws via the son via Telepathy, is totally indestructible and is 7 feet (2.1 m)
Rune Staff Skyfire. long.
Magic: None. Makes its owner impervious to lightning/electricity. Appli-
Psionics: None. cable only when it is in his possession. All other types of energy
38
attacks, including lasers, particle beams, plasma, heat and fire do and there are no others left to be found. Or are there? The Gran-
half damage. delsons tend to be brutish opportunists. Did the Elder perform
P.P.E.: 80 points. a thorough search of the ruins? Are parts of the ruins he never
Skyfire Elemental Combat Abilities: Unlike most Rune unearthed? And if so, is there more amazing Elven treasure and
Weapons, the Lightning Staff does not cast spells. Instead it has Rune Weapons to be found? There is only one problem. The
its own unique range of combat abilities. The Rune Staff can un- Grandelson family has kept the location of these ruins a secret.
leash lightning blasts as described below. Heck, the Elder didn’t trust half of them, so only a few of them
1. Fire Lightning Bolts: The wielder of Skyfire simply points know the location: Grandelson the Mad, Uncle Ollie Grandelson
and commands it to unleash a small lightning bolt at the desired who returned to the Western Empire, and cousin Trent Grandel-
target. Range: 2,000 feet (610 m). Damage: 6D6 S.D.C./Hit Point son, now living in Lopan. Neither of them have been to the site,
damage per blast. Each blast counts as one of the user’s melee but have a map and know the stories. You need to know the sto-
attacks. Bonus: +2 to strike. ries in order to use the partial map. The map has deliberate omis-
2. Lightning Strike (Blunt Damage): Each blunt attack with sions that, if you know the stories of the Grandelson Expedition,
Skyfire also unleashes an electrical charge, inflicting 4D6 dam- can be filled in to find the location.
age per successful strike, plus any applicable damage bonus for
a high P.S. attribute and combat bonuses (+12 in for Grandelson
the Mad). Note: When the Rune Staff is used to parry attacks, the
Deathsong Rune Broadsword
opponent whose attack is parried suffers 1D6 damage from an Deathsong is a Greater Rune bastard sword, and though nor-
electric shock even when the weapon is used for defense. mally a two-handed weapon, Deathsong has the weight of a short
3. Lightning Rod: Any lightning bolt, including the magic sword and can used with one hand. The blade is jet black and
spell Call Lightning, that comes within 20 feet (6.1 m) of Skyfire almost seems to be made of ice or an ice covered blade of pol-
is drawn to it and absorbed into the Rune Staff, doing no damage ished ebony stone. Its high gloss makes it appear to be wet and
to anyone within its radius of protection! glistening all the time.
4. Call Down Sky Fire: By raising the staff up onto the sky Location: Depending on which rumor one chooses to believe,
during any type of rain or storm, even a winter snowstorm, call- Deathsong has fallen into the hands of a Lizard Mage (see Mon-
ing for skyfire and pounding one end onto the ground, calls down sters and Animals) who has plans for it back in the Baalgor
a massive lightning bolt. The moment the lightning bolt hits the Wastelands or Old Kingdom, a wicked and murderous rogue
staff, the user of Skyfire can either divide the energy into five Jeridu (see Land of the Damned One for details on this rare,
smaller lightning bolts to strike FIVE different opponents within six-armed race of people), a Bizantium pirate or an Ice Born (see
an 80 foot (24.4 m) radius. Targets must dodge or be struck and Bizantium and the Northern Islands). If such a powerful weap-
take damage! Each smaller bolt inflicting 5D6 damage to each on has fallen into the hands of an Ice Born leader or Sea Witch,
target. Or he may redirect the lightning bolt to strike one target it could help the monsters with any number of invasion plans.
within 120 feet (36.6 m). Damage is 4D4x10 damage! Calling Which, if any, of these rumors are true, is anyone’s guess.
Down Sky Fire can only be done only twice per 24 hour period The Sword’s Alignment: Miscreant evil and enjoys blood-
and only when it is raining or snowing; it works even if it is a shed, destruction and murder.
light rain. This is one reason why the Wind Rod, able to create I.Q. and other properites: I.Q. 20, communes with its owner
rain and summon storms, is missed so badly by Grendelson the via Telepathy, it is totally indestructible and is four feet (1.2 m)
Mad. long. The owner of the blade enjoys an extra 20 S.D.C., is +20%
5. Electric Blasts: Deployed as a warning shot or when toying to survive vs coma/death and is +1 to save vs Elemental Magic.
with an enemy. Range: 200 feet (61 m). Damage: 2D6+2 S.D.C./ Deathsong floats on water.
Hit Point damage per blast. Each blast counts as one of the user’s Damage: Inflicts 1D4x10 damage, but does double damage to
melee attacks. Bonus: +1 to strike. elemental beings, including Golems and Spirits of Light. Victims
say the sting of the blade is cold as ice.
P.P.E.: 88 points. Deathsong can cast spells in any combina-
The Lost Grandelson tion provided it has sufficient P.P.E. When all the P.P.E. it pos-
sesses is used up, it cannot cast more spells until at least 10 P.P.E.
Rune Weapons has regenerated. P.P.E. recovers at a rate of 10 points every three
hours.
The Faeries never want these Rune Weapons to fall into the The Spells of Deathsong the Rune Sword: The numbers
hands of Grandelson the Mad or any member of his family, but in parenthesis are the P.P.E. the weapon needs to cast it. Rune
they may want them to be “acquired” by a hero. That said, the Weapons can only draw upon their own P.P.E. reserve.
dangers and villains or monsters that said hero(s) must face will 1. Animate and Control Dead (20), same as the Wizard spell
be extremely challenging and deadly. except Deathsong can animate as many as 13 skeletons or corpses
Each of the Rune Weapons possesses all the standard pow- for one hour per casting of the spell.
ers of a Greater Rune Weapon (see Palladium Fantasy RPG®, 2. Death Trance (1), same as the Wizard spell equal to a 6th
page 250), plus the special abilities listed under each. Each Rune level Wizard.
Weapon is worth millions in gold. 3. Detect Poison (10), same as the spell, equal in power to a
Adventure Note: As far as Grandelson the Mad and the rest 6th level Wizard.
of the Grendleson family are concerned, Ander Grandelson the 4. Dispel Magic Barrier (20), same as the spell, equal in pow-
Elder looted the ruins in which he found these Rune Weapons er to a 6th level Wizard.
39
5. Fire Ball (6), similar to the Wizard spell, except that the fire draft/wind with no chance of slipping or falling. Climbing speed
ball is fired from the sword (point and shoot), it has a range of 300 is equal to half his usual running speed.
feet (91.5 m) and inflicts 6D6 damage per fire ball. On water, the wielder of Kalizar floats gently even on rough
6. See the Invisible (4), same as the Wizard spell, equal in waters and has no fear of sinking or being pulled under by a wave
power to a 6th level Wizard. or current.
7. Turn Dead (6), same as the spell, equal in power to a 6th 2. Wind Rush (10), same as the spell equal to a 6th level War-
level Wizard. lock, can be performed once per melee round and counts as one
of the wielder’s melee attacks.
Kalizar the Wind Rod 3. Circle of Rain (25), same as the spell, equal in power to a
6th level Warlock.
Kalizar controls the wind and the rain. In the past, Grandelson 4. Calm Storms (20), same as the spell, equal in power to a
the Mad would use it in tandem with Skyfire to first bring rain 6th level Warlock.
and then lightning. This three foot (0.9 m) length of white wood 5. Summon Storms (special), same as the Wizard spell, equal
covered in silver Runes resembles a magic wand or perhaps a in power to an 8th level Wizard, but can only be performed once
walking stick. Indestructible, yet light as a feather, Kalizar can be per 24 hour period.
used like a short fencing foil to parry swords and other weapons. 6. Cloud of Slumber (4), same as the spell, equal in power to
Location: According to one rumor, the Faeries gave the rod a 6th level Warlock.
to a terrible monster that wanders the Great Northern Wildness. 7. Create Air (6), same as the spell, equal in power to a 6th
Another rumor says Kalizar has fallen into the hands of one of level Warlock.
the barbarian kings or warlords, because it was hidden in bar- 8. Breath of Life (50), same as the spell, equal in power to a
barian country. Another rumor says it rests unused and forgotten 6th level Warlock, which gives it a 76% chance of success.
among the treasure of a great monster; an Angel-Demon Serpent
or a dragon perhaps? Yet another rumor has it that the Wind Rod
is someplace in the mountains of the Northern Hinterlands, pro- Lundyn, Helm of Beasts
tected by one or more monsters and waiting for a hero to claim it Thinking Wolfen and Coyles to be more beast than man, one
and use it to fight the undead and demons. A similar rumor says of the reasons he came to the Eastern Territory and the Disputed
that a Titan and a band of Minotaur intend to take Kalizar back Lands was because he incorrectly believes he can use the Helm
into the Land of the Damned for purposes unknown. of Beasts to seize control of entire tribes of the canine monsters.
The Rod’s Alignment: Scrupulous and it seeks a champion In his madness, he is more certain than ever, that if he can recover
of light who will use it to slay vampires and demons (it hates the the Helm, he can become the King of the Wolfen and conquer
undead above all others). Kalizar is glad to be out of the hands all of the Eastern Territory, the Great Northern Wilderness and
of the Grandelsons, though becoming a tool of another selfish or Bizantium to become the greatest king of all! He is absolutely
wicked master is not the fate it had hoped for. convinced of this. In his mind, the Faeries of Lilly Hill have sto-
I.Q. and other properites: I.Q. 20, communes with its owner len his destiny.
via Telepathy, it is totally indestructible and is 3 feet (0.9 m) long. This device helped Ander Grendelson the Elder tame the
Damage: Inflicts 2D6 damage when used as a blunt weapon, Risinor and establish his business of selling them as flying war-
and on a power punch attack, can stab and impale like a sword horses.
(4D6 damage). Does double damage to vampires, zombies, ani- Location: According to one rumor, the Helm of Beasts was
mated dead and other undead. hidden somewhere in the Disputed Lands until a Cyclops and
P.P.E.: 90 points. The Wind Rod can cast spells in any combi- his adventurer group took it in combat. If the rumors are true, the
nation provided it has sufficient P.P.E. When all the P.P.E. it pos- Cyclops and his freebooters intend to head back home to the Isle
sesses is used up, it cannot cast more spells until at least 10 P.P.E. of the Cyclops. That means they are most likely to travel to one
has regenerated. P.P.E. recovers at a rate of 10 points every three of the Western Empire’s sea ports in Ophid’s Grasslands, take a
hours. There is one exception, Summon Storms, which it can cast ship to Lopan and book passage on a ship from there to the Isle
once every 24 hours. of the Cyclops. It is also possible the Cyclops and his band may
The Spells and Magic of Kalizar the Wind Rod: The num- find pirates along Ophid’s coast who can take them directly to the
bers in parenthesis are the P.P.E. the weapon needs to cast it. island nation. What nefarious plans he may have for the helm are
Rune Weapons can only draw upon their own P.P.E. reserve. unknown.
1. Float (special; no P.P.E. cost): The Wind Rod and its The Helm’s Alignment: Anarchist.
wielder float on water and in the air. By just possessing the Wind I.Q. and other properites: I.Q. 18, communes with its owner
Rod the owner cannot fall from heights greater than two feet (0.6 via Telepathy and is totally indestructible. The helmet magically
m) high without damage. If he should stumble off a mountain adjusts in size to fit whomever places it upon their head. The
ledge or rooftop, Kalizar’s owner hovers in midair for a few mo- wearer of the helm is never attacked by wild animals, and all ani-
ments and the person can quickly scramble back to the safety mals accept him as one of them and non-threatening.
of the ledge or roof. If he just stands or lays there, he starts to Damage: Only via the creatures under its influence.
slowly descend like a feather riding a light breeze. Landing on the P.P.E.: 66 points. The Helm of Beasts can cast spells in any
ground as gentle as can be. combination provided it has sufficient P.P.E. When all the P.P.E.
If there is an updraft, the wielder can use it to help support it possesses is used up, it cannot cast more spells until at least
him and climb up sheer walls, cliffs, towers and trees by pulling 10 P.P.E. has regenerated. P.P.E. recovers at a rate of 10 points
himself along the object and upward while he his held up by the every three hours.
40
The Special Power of Lundyn, Helm of Beasts: and get them to ignore their normal fears of fire, loud noise, etc.,
Master of the Beasts (special): In the right hands, Lundyn, as well as not to attack prey animals or specific people in the
the Helm of Beasts is a very dangerous and deadly weapon. group with them. As long as the wearer is present they follow his
Whomever dons the helm becomes enchanted in such a way that commands.
animals see the wearer as a dominant (alpha) member of its own Smart use of Lundyn can make the wearer of the Helm of
species. This enables the wearer of the Helm of Beasts to seize Beasts deadly to entire armies of men.
control of entire groups of animals without challenge from the Additional Spells and Magic of Lundyn, Helm of Beasts:
alpha male. The alpha and all the animals in the group accept the The numbers in parenthesis are the P.P.E. the weapon needs to
wearer of the Helm of Beasts as their leader and follow and obey cast it. Rune Weapons can only draw upon their own P.P.E. re-
his every command. By this means the wearer of the Helm can serve.
control and command a single animal such as a viper or hawk, 1. Chameleon (6), same as the spell, equal to a 6th level Wiz-
or an entire group of them. Whether it is a herd of wild horses or ard.
elephants, a pride of lions or a pack of wolves, a flock of birds or 2. Climb (3), same as the spell, equal in power to a 6th level
a nest of snakes, a pod of whales or a school of sharks, a troop Wizard.
of gorillas or a sounder of wild boar, the wearer of the Helm of 3. Repel Animals (7), same as the spell, equal in power to a
Beasts becomes their leader. Each and every animal in that group 6th level Wizard.
follows him anywhere and fights to the death if he so commands 4. Swim as a Fish (Lesser, 6), same as the spell, equal in
it. The pack, herd, school, etc., can number as many as 200, pro- power to a 6th level Wizard.
vided there were than many beasts in the herd in the first place. 5. Swim as a Fish: Superior (12), same as the spell, equal in
Predators usually gather in “packs” that with 6-60 animals, while power to a 6th level Wizard.
herd animals gather in larger groups. The animals the Helm can 6. Fly as the Eagle (25), same as the spell, equal in power to
control includes monstrous animals such as Chimera, Dragon- a 6th level Wizard.
dactyls, Peryton, Silonar, Tree Eels, Tuskers, and Gryphons, etc.;
if it has an animal intelligence it can be controlled by the wearer
of Lundyn. It was the use of the Rune helmet that enabled Gran-
Tigera the Treacherous
delson the Elder to wrangle and tame so many Risinor. Considered a Major Rune Weapon, Tigera is an invisible dag-
Exceptions are creatures of magic (dragons, Faerie Folk, ger that only the user/owner can see. She enjoys combat and en-
Wing Puffs, Unicorns, Ki-Lin, and similar), supernatural beings courages backstabbing, revenge and acts of selfishness, as well as
(even if animals and predators like the Worms of Taut), insects, lying to people to get what you want and using others.
and lower organisms. Nor does it apply to primitive or animal- Location: One rumor says an Elven Assassin employed by
like “beast men” such as Hytril, Grimbor, Lizard Men, Wolfen, one of the noble houses of Bizantium has acquired the blade. An-
Bear Men, Sasquatch, and so on, nor animals with human-level other reports the blade has fallen into the hands of a dirty Gladia-
intelligence like the Loogaroo, Emirin, and Waterbat. Generally, tor who travels the world competing in gladiatorial games, but is
if it speaks, uses weapons and tools or wields magic, it cannot be most often found competing on the coast of Ophid’s Grasslands,
controlled by the helm. Lopan and the Western Empire. Yet another says Tigera was sto-
Domesticated animals and pets are a special case. Tamed len by a notorious Pirate and is on a ship heading back to the Land
animals who love and appreciate their masters/owners see him as of the South Winds.
their pack leader and cannot be forced to turn against the people The Knife’s Alignment: Anarchist.
they love and serve. However, if the animal is mistreated and I.Q. and other properites: I.Q. 15, communes with its owner
dislikes, fears or hates its owner, it can easily accept the wearer via Telepathy and is totally indestructible. The invisible knife
of Lundyn as its leader and does whatever it is told to do. This magically adjusts in size to fit whomever wields it, but damage
applies to domesticated horses, dogs, cats, and any guard or rid- never changes. When drawn, the wielder can automatically see
ing animal. It does not apply to cattle and most other livestock the invisible!
like goats, sheep, pigs, ducks, chickens, etc. unless the animal Damage: The invisible blade does 4D6 damage per strike,
is a beloved pet. Thus, the Helm of Beasts can NOT be made to double damage from surprise attacks!
have a horse throw its rider or a guard animal or pet made to at- Returns to its owner when thrown (special): Throwing
tack its owner. range is 100 feet (30.5 m).
Limitations: The wearer can only lead and command a maxi- Bonuses: Since only the owner can see the blade, he is +2 to
mum of three different groups of animals. Solitary hunters that strike, parry, and disarm with the invisible blade.
do not gather in groups, such as bears and most predatory felines, Additional Spells and Magic of Tigera the Treacherous:
can only be controlled as an individual or mated pair, and that one The numbers in parenthesis are the P.P.E. the weapon needs to
animal or pair counts as one of the three different groups. cast it. Rune Weapons can only draw upon their own P.P.E. re-
As the pack leader, the wearer of Lundyn must actually lead, serve.
with the other animals following his charge, attacks, and direc- P.P.E.: 50 points. The blade can cast spells in any combina-
tion. He can command predatory animals to attack, and they will, tion provided it has sufficient P.P.E. When all the P.P.E. it pos-
but he must be present to direct their actions and to keep them sesses is used up, it cannot cast more spells until at least 10 P.P.E.
from running away when they are injured or frightened as they has regenerated. P.P.E. recovers at a rate of 10 points every three
would under normal conditions. As the super-alpha leading the hours.
group, the wearer of Lundyn can override animal instincts and 1. Armor of Ithan (10), same as the spell, equal to a 6th level
make passive animals attack, lead (or stop) a stampeding herd, Wizard.
41
2. Concealment (6), same as the spell, equal in power to a 6th whom he quietly does business, including Coyles he knows
level Wizard. attack and murder humans in the Disputed Lands. Secretly of-
3. Invisibility: Simple (6), same as the spell, equal in power fering protection to criminals and fugitives in the kingdom of
to a 6th level Wizard. his king and master, has proven to be quite lucrative.
4. Sense Evil (2), same as the spell, equal in power to a 6th Sir Cransin commands the Dragon Legion and a network
level Wizard. of thugs, thieves, smugglers and assassins operating under his
5. Sense Magic (4), same as the spell, equal in power to a 6th protection in the failing Kingdom of Grandelson. Most crimi-
level Wizard. nal operations in town and at the crooked trading posts, ei-
6. Sense Traps (7), same as the spell, equal in power to a 6th ther give him a cut of the action (20%) or work for him. He
level Wizard. thinks of himself as criminal mastermind, but he’s not. He’s
good, but not that good. Arrogant and cunning, Sir Cransin is
a gambler who likes to take calculated risks. However, when
Sir Cransin Nestro angered or losing face, or when feeling overconfident, he takes
foolish risks and may act in reckless haste. Acting in the heat
Sir Cransin Nestro has always been an underhanded schemer of the moment and pressing his luck when things are going
with delusions of grandeur. He has advanced in life by stepping well, has gotten him in trouble many times in the past.
over the bodies of those he has walked over and left behind. He Description: Tall, slender, muscular build, black hair, mustache
chose to serve Lord Grandelson the Younger as the head of his and neatly trimmed beard. Though handsome, there is some-
elite guard and leader of the Dragon Legion mainly to get out thing slimy and sinister about him even at his most charming.
of the Western Empire before his past caught up with him. As
Experience Level: 8th level Rogue Knight.
Lord Grandelson the Mad became more distracted with his own
obsessions, Sir Cransin stepped in to carry more and more re- Skills of Note: Body Building, Boxing, Card Shark 66%, Dance
sponsibilities. It was not long before he was the not so secret 80%, Escape Artist 65%, Heraldry 75%, Horsemanship: Ex-
power behind the throne. It is he who runs the tiny kingdom. It otic Animals: 75/65% Horsemanship: Knight 80/70%, Hand
is he who dispenses justice and protects the realm. Sir Cransin to Hand: Martial Arts, Hunting, Land Navigation 72%, Lan-
is more Mafia boss than knight or protector. The only person he guages: Western 98%, Gobblely 85%, Eastern 60%, Literate
really watches out for is himself and the criminal organization in Elven 90%, Math 80%, Prowl 75%, Swimming 85%, Rec-
he has created. He is reasonably loyal and good to his lieuten- ognize Weapon Quality 85%, Wilderness Survival 70%, W.P.
ants and those who serve him well, but ultimately, they too are Cross Bow, W.P. Lance, W.P. Sword, and W.P. Shield.
expendable. For now the knight is happy to let Grandelson the Attacks per Melee: Five.
Mad go off as he pleases, as long as it is he who hold the keys to Bonuses (includes all bonuses): +2 on initiative, +4 to strike,
the kingdom. Those who challenge or oppose him have accidents +5 to parry, +6 to dodge, +7 to damage, +4 to pull punch, +3
or go missing, or are charged with crimes they didn’t commit and to roll with punch/fall/impact, +2 to disarm, paired weapons,
locked away or killed. critical strike on 19-20, kick attack does 2D4, leap kick does
2D6 but counts as two attacks, body flip/throw does 1D6; 55%
Sir Cransin Nestro, to evoke trust/intimidate, +4 to save vs Horror Factor.
a Knight from the Western Empire Magic: None.
Race: Human Psionics: None.
Alignment: Miscreant. Notable Equipment: All the basic items of the Knight O.C.C.,
Attributes: I.Q. 14, M.E. 17, M.A. 19, P.S. 20, P.P. 21, P.E. 15, a silver-tipped lance, a pair of magical Gryphon Claws (2D6
P.B. 14, Spd 12. damage per claw strike), a magical broadsword (it does 2D4+2
Hit Points: 41. S.D.C.: 34. damage and the sword is indestructible) plus a round shield,
Height: 6 feet (1.8 m). Weight: 200 lbs (90 kg). two small, throwing axes (each does 1D4+1 damage each),
P.P.E.: 2. Age: 37 silver-coated knife (1D6 damage), a silver cross worn around
Disposition: Cransin can be charming like a snake, but beware his neck, three healing potions (3D6 H.P. restored per potion),
his venomous bite. He is one of those guys who smiles while 2 Fly as the Eagle potions (each lasts 15 minutes), two scrolls
he plunges a dagger into a “partner’s” back. Sir Cransin may of Call Lightning (equal to 4th level spells), a backpack, tent,
be a knight, but he has spent his time wallowing in the mud knapsack, saddlebags, 2 canteens, 2 week supply of rations,
and blood on the streets and getting his hands dirty in the and some personal items. Note: As the Commander of the
shadows. He is streetwise, cagey, cold and calculating; always Dragon Legion and the unofficial ruler of the Grandelson
looking for an angle to exploit or a new victim to cheat, trick Kingdom, Sir Cransin has access to the dwindling resources
or use to his advantage. He likes to put on airs and behaves of Lord Grandelson as well as his own, formidable contacts
high and mighty, but in a clinch, he is a street fighter who uses within the criminal underworld
every dirty trick he can think of to win or get his way. One way Transportation: Riding horse (20 H.P., 26 S.D.C., 2 attacks per
or the other, rivals, competitors and threats to his power-base melee).
are eliminated. He is not afraid to get his own hands dirty, Money: 50,000 in gold and gems in the Eastern Territory im-
but usually tries to let his henchmen deal with trouble first. mediately available to him, 250,000 ferreted away in a bank
He knows many unsavory characters – mercenaries, thieves in Timiro, 79,000 in gold in a Bizantium bank, and he lives in
and assassins, as well as members of the monster races with the lap of relative luxury at the castle.
42
Risinor Dragon Stallion Risinor can become surprisingly domesticated and respond
with the same measure of intelligence and obedience as a horse,
but only when they are allowed to take wing on a daily basis for
The Risinor are rare even in their native Yin-Sloth Jungles.
long periods of time. As a war steed, Risinor love fighting and
Grandelson the Elder had heard tales of the beasts being tamed
remain steady in combat, but they need to be allowed to fly and
and ridden in great numbers by Elven warriors against the
hunt on a regular basis. In the Western Empire, this has made
Dwarves during the Elf/Dwarf War. So many were destroyed in
Risinor best suited for armed patrols along the borders or in wil-
that conflict that there was a time when the Risinor (pronounced
derness areas, limiting their usefulness and ruining the idea of
“risen-nor”) was thought to be extinct. So it was a thrill when
just having your own “dragon stallion” to show off and impress
Grandelson the Elder found a flock in the northern end of the Yin-
guests.
Sloth Jungles. Armed with the Rune Weapons and magic from
Unless the Risinor is flown often and allowed to hunt wild
what he claims was an Elven treasure he had unearthed earlier in
prey such as deer, elk, wild boar, people, etc., it becomes danger-
the expedition, the Elder succeeded in capturing a good many of
ously cranky or despondent. This is not an animal an owner can
the flock. He then established a compound, right there on the edge
stable or keep in the city, like a horse. It needs a massive pen and
of the jungle. Using the Helm of Beasts, he was able to break them
must be ridden in the sky where it can soar several times daily. A
like wild stallions, and turn them into flying warhorses. This was
tethered Risinor stuck on the ground, becomes a wickedly sullen
a feat that had been accomplished in the past by others, but none
and irritable beast that lashes out in anger at those come near it.
had done so in such great numbers in 500 years. One more feather
Such an angry and sad creature becomes disobedient, may kill
in the cap of the Grandelson family, and one of the resources that
livestock left for it but refuse to eat, may take swipes or nips at
did interest Western Royalty, fighters and adventurers. After the
its handlers, and kill and eat anyone it does not know and comes
initial blush of excitement, however, sales of the Risinor as a war
too close. If the frustrated penned animal escapes, it is likely to
mount slumped. The cost of the rare beast was high, but the real
slaughter cattle and livestock out of spite, and cause havoc before
deterrent was upkeep, care and housing of the creature.
its owner can regain control of it.
Though dubbed a “dragon stallion,” the Risinor is neither a
After a few months of captivity without freedom to soar and
dragon nor a stallion. Rather it is a large, winged predator that
hunt, many Risinor stop eating and starve themselves to death.
resembles a small dragon in its appearance. Risinors are roughly
Unless a purchaser is going to be riding and/or engaging in com-
the size of a warhorse, but are more robust and burly, like a bull.
bat, it is only a matter of time before it starves to death or goes
Its claws, legs and large leather wings make it resemble a dragon.
berserk, breaks free and goes on a killing spree. And since hu-
The head, mouth and scaly skin also resemble a dragon or large
manoids are on its list of prey, Risinor that have broken free and
lizard. The teeth are large and heavy, for breaking and crushing
gone feral can become man-eaters that terrorize the countryside.
bones as well as rending flesh from their prey. The front paws
This may sound like the animal makes a good steed for adven-
more resemble hands with three large fingers and an opposable
turers, but that’s not true either, unless the owner of the beast is
thumb. This comes in handy for climbing mountains, cliffs, large
always on the go and is in an environment where the Risinor can
trees and for grabbing and carrying off prey. The animal has a
fly and hunt without causing panic or being targeted for destruc-
long tail, but no fins or spikes. When running on the ground, the
tion. Dragon Stallions are an ancient creature of legend, known
Risinor lopes, like a cat, but this is a winged creature that, like
to slaughter livestock and become man-eaters, so they are feared
birds, is born to fly. They land on the ground only to hunt, mate,
and chased of or destroyed whenever any happen to come down
play, and to kill and devour prey. In the wild, the Risinor is either
into populated areas. Their large size makes them difficult or im-
flying or resting atop a mountain peak or the side of a cliff, or
possible to bring into enclosed areas such as caves, tunnel sys-
sunning itself in a field someplace.
43
tems and dungeons, and their restless nature, and the fear they Attacks per Melee: Four, plus those of its rider. Note: Riders
invoke, makes it difficult to leave the animal tethered outside or see their own attacks per melee round reduced by half when
even flying in the air, circling like a hawk until his master calls airborne, as they must spend some effort to maintain their bal-
him. ance in the saddle and control their Dragon Stallion.
Damage: Head Butt with horns 1D6+6 damage, bite 2D6+3,
Risinor claw with forelimbs 3D6+3 +P.S. damage bonus for high
Also Known As: Dragon Stallions, Mock Dragons, Little Drag- P.S. attribute, kick (rear legs) 4D6 damage with a 01-70%
ons and Risen Horror. chance of knocking human-sized targets off their feet (victims
Alignment: Animal Predator, considered Anarchist or Miscre- knocked off their feet lose initiative and one melee attack), tail
ant. slash 2D6 +P.S. attribute damage bonus. Flying body block/
ram attack counts as two of the Risinor’s melee attacks, but
Attributes: Animal attributes are very consistent and offer a
leading with head down and horns up does 1D6x10 damage
smaller range of attribute aptitude. I.Q. 1D6+4; high animal
+P.S. damage bonus and has a 01-85% chance of knocking
intelligence. M.E. 1D6+12, M.A. 1D6+10, P.S. 2D4+22, P.P.
down human-sized targets; 01-60% against large targets such
1D6+16, P.E. 1D6+20, P.B. 1D6+10, Spd. 2D6+15 running
as Ogres, Wolfen, and Trolls. Victims of a flying ram attack
(18 mph/29 km on average); 2D6+38 flying (on average 35
lose initiative and two melee attacks.
mph/56 km). Equal to Robot P.S. in Rifts® and other Mega-
Damage settings. Bonuses (in addition to possible attribute bonuses): +2 on ini-
tiative, +3 to strike, +1 to dodge on the ground, +3 to dodge
Hit Points & S.D.C. by Location:
when flying, +1 to roll with impact, and +4 to save vs Horror
Wings (2) – 100 each Factor.
Forelimbs/claws (2) – 100 each Magic: Heals at a rate of 6D6 M.D. per hour when on a ley line!
Hind Limbs (2) – 140 each Psionics: None.
Tail – 90 Enemies: Other predators, and anything that might be a food
Main Body – 4D6x10 source. Though Risinor usually hunt other animals such as
Note: In an Mega-Damage setting, convert the Hit Points wild boar, deer, mountain goats, livestock, cattle, etc., they
& S.D.C. above, into M.D.C. point for point. may hunt humanoids as well, especially when released in
Horror Factor: 13 in the wild or when there is only one and a heavily populated areas, as most humans are easy prey.
rider. 15 when two or more are attacking as flying war steeds Risinor who hate humanoids or develop a taste for them be-
with a rider on its back. The reason is the attacks are directed come man-eaters.
and controlled, not random, and you have the additional dan- Allies: None, except for members of their own flocks when they
ger of attacks by the rider. form them. In the wild they may be encountered as a lone
Size: 5-6 feet (1.5 to 1.8 m) tall at the shoulders, 9-10 feet (2.7 hunter, mated pair, small family group of 1D4+2 (two parents,
to 3 m) long from snout to rump, with the tail adding an ad- 1D4 young) or flocks that can range anywhere from 2D6+6 to
ditional 6-8 feet (1.8 to 2.4 m). 4D6+18.
Weight: 800-1,200 lbs (360 to 540 kg). Value: Limited. Teeth and skull have some value. The meat is not
Average Life Span: 20-26 years. very edible as it is very tough, chewy and stringy, making it
difficult for people to digest and has a undesirable taste. Some
P.P.E.: 3D6 find value in using Risinor as guard animals, pets, and flying
O.C.C.: None; animal, but can be domesticated and made to un- stallions as well as monsters in the gladiatorial arena, where
derstand words and commands on par with that of a horse. they can fetch 1D4x1,000 gold per animal (1D6x1000 gold for
Displays similar loyalty and affection as a horse. a trained riding animal). The use of Risinor as a winged steed
Natural Abilities: Swift runner and flyer for its size. They can fades in and out of fashion every few hundred years. Over the
maintain their top speed for 15 minutes running and an hour last five thousand years, the scarcity of Risinor and their need
flying, but after that, cruising speed is half for both running to fly and hunt often makes their use as riding animals in cap-
or flying, but at a measured pace that can be maintained for tivity difficult. See description, above.
1D4+1 hours before requiring the beast to stop and rest for a Habitat: Low mountains and thin forests and jungle. A small
while. Risinors love to fly and soar, and hate being grounded. number of mated pairs and small family groups of Risinor are
Keen hearing and hawk-like vision enabling it to see prey the known to exist scattered across the Old Kingdom Mountains,
size of a rabbit up to two miles (3.2 km) away. It does NOT but they are rare. Larger numbers are also known to exist in
have nightvision and in the wild it sleeps at night. Nightvision the mountains, mountain valleys and jungle forests that rim the
is on par with humans. Good sense of smell and can track by foothills of the Baalgor mountain range. Here the rare beast
smell, on the ground, 60% or from the air 50% (+15% to fol- can be found in modest flocks, but they avoid humanoids and
low blood scent), Climb 80%, Land Navigation 92%, Prowl are elusive and difficult to capture. (Grandelson the Elder was
40%, Swim 55%, but makes a loud, splashing landing in water able to do so using his Helm of the Beasts. One of the Rune
and loses half its attacks in water. Risinor heal rapidly (4D6 items he found with the ancient Elven treasure he managed
Hit Points/M.D.C. every 24 hours) with damage/tears/holes to stumble upon.) There are rumors that they also exist in the
done to the wings healing up in a matter of time. Horns and Land of the Damned, but nobody knows for certain.
tail regrow completely, but not eyes or lost limbs.
44
The Nexus Born
Official source material for Rifts®
By Julius Rosenstein based on ideas by Kevin Siembieda.
Addition text and ideas by Kevin Siembieda.
Ley Lines are the mysterious lines of magic energy brimming ley lines can be seen from orbit. The larger and more powerful
with ambient magic energy (in game terms, P.P.E. or Potential the flow of magic energy, the brighter the glow and wider the
Psychic Energy). The ancients knew them as lines of magic or path of the ley lines themselves, many measuring a half mile to a
Earth Energy, in China they were called Dragon Tracks. Re- full mile (0.8 to 1.6 km) wide, and some even wider. The glow of
gardless of the name given them, they were known to be lines of many rising 100-600 feet (30.5 to 183 m) above the ground and
mystic energy that flowed and crisscrossed the land like invisible into the sky. Many adventurers and Wilderness Scouts use ley
rivers and streams. Before the Coming of the Rifts, the energy lines and nexus points as landmarks in their travels.
along these lines was so minimal that magic nearly vanished from The exact location where two or more ley lines intersect and
the Earth, recognizable only to those who knew what they were crisscross each other, is known as the nexus point. Ley lines that
looking for and how to use it. Even then, the use of magic was cross another ley line are always brighter and the energy flow
only possible at some of the most powerful ley line junctions, stronger on all the lines connected to that nexus ley line system.
like Stonehenge, and others. That all changed with the Great Note: The term “nexus ley line system,” or simply “ley line sys-
Cataclysm when the ley lines exploded with magic energy and tem,” refers to two or more ley lines that intersect to create one
cascaded over the globe. or more nexus points.
On Rifts Earth today, the rivers of magic energy are so pow- The energy is always at its brightest and most powerful at the
erful they can be seen faintly glowing in daylight and shining nexus junction points, especially during peak periods of P.P.E.
brightly at night like well-lit highways. Everyone knows that ley that, again like the tide of Earth bodies of water, are affected by
lines are rivers of magic and where they cross, Rifts – portals to the position of the moon, sun and the planets. At some of the most
other worlds – may open up. Yet even in the world of Rifts-Earth powerful nexus points – including those located in the ruins of
where they are so prevalent, ley lines remain an enigma to most Tolkeen in Minnesota, Lazlo (Toronto, Canada), Windsor and
inhabitants of the planet. Those who best understand them, like Detroit, St. Louis, the ruins of old Chicago, Stonehenge, the
the Ley Line Walkers and Ley Line Rifters, and even the Splu- pyramids in Egypt, and many in the Magic Zone, among others
gorth with their stone pyramids, cannot fully fathom all of their around the world – the magical light generated at the nexus points
mysteries. However, through experimentation and study, some and ley lines during the summer and winter solstices and equi-
facts have been discerned about these lines of magical earth en- noxes, eclipses and planetary alignments, is equal to daylight.
ergy.
On Rifts Earth, bodies of waters vary in size greatly. There
are streams that are little more than a trickle to rivers the size of
the mighty Mississippi, Saint Lawrence, the Nile, and Amazon
Hidden Nexus Points
rivers. They vary in strength and size from the slow meanderings Recently, a strange phenomenon has been recognized, ley
of the Rio Grande and the Meremac to the frenzied rush of the lines systems and nexus points that do not glow. First recorded in
violent Colorado River and wide Mississippi river. Ley lines, like Erin Tarn’s Traversing Our Modern World, Ms. Tarn tells of a
rivers of water, are not all the same size or intensity. Nor are they small nexus point formed by three ley lines located in Wyoming’s
necessarily permanent. Just as rivers can change their course, so Big Horn Mountains. Amazingly, neither the ley lines or the
too can ley lines. However, as a general rule, the powerful ley nexus point they form emit the familiar telltale glow normally as-
lines are less likely to shift than the smaller, weaker ones (again, sociated with lines of magic. A phenomenon Erin Tarn dubbed as
a similarity to rivers of water). Thus, some of the most powerful a Hidden Nexus. Thus far, the Big Horn Medicine Wheel, made
ley lines have been around since the Great Cataclysm and before, famous by Tarn, is the only commonly known and documented
its just that before the Coming of the Rifts, they were barely no- Hidden Nexus. However, there have been unsubstantiated rumors
ticeable. Others seem to appear and disappear, remaining in a and reports of other hidden nexus points and its ley line system.
state of flux. They appear to be rare and presently, unexplained, but very real.
Though most Ley Lines are not as easily seen during daylight
hours – their faint blue glow washed out by sunlight, especially Dim Nexus
on sunny days – they all glow with a blue light that is clearly vis-
ible to the naked eye at night, dusk, dawn and overcast days. The Hidden nexus points have been categorized into two basic
size and intensity of the light given off by a ley line varies, like types: Dims and Obscures.
the waters of rivers, with the size of the ley line and the flow of its Dims do glow, but it is so faint as to be barely noticeable to
ambient magical energy. Some ley lines are not noticeable unless the naked eye at night, and virtually invisible in daylight. Even
one is within a few hundred yards of them, while others can be at night, unless you are paying attention, you may not realize that
seen from miles away, and it is rumored that the most powerful you have stepped onto this ley line and walking along inside of
45
46
it. You might just think the night is fairly bright with moonlight, As a rule, an Obscure nexus ley line system can only be felt
a natural phenomenon. by a mage when he comes within 100 feet (30.5 meters) of it, or
The ley lines connected to a Dim Hidden Nexus function like when walking right on top of it! Even then, the energy is barely
standard ley lines and nexus points. All the powers and special noticeable, and if sleepy, busy, or otherwise distracted, the mage
abilities of Line Walkers and Rifters remain unchanged. They may miss it completely.
can still draw upon the ambient P.P.E., heal and use their special When an Obscure Nexus system is noticed, it is often mis-
O.C.C. abilities as always. They can also sense the presence and interpreted. Those who suddenly, and seemingly inexplicably,
locations of Dims from a distance, just as they would a regular sense magic energy or what seems to be a completely invisible
ley line or nexus, they just don’t see the telltale glow they have ley line or nexus are likely to be startled, confused and on guard,
come to expect. This makes encountering a hidden nexus and especially if they have never heard of such a thing. They are like-
the ley lines connected to it, disconcerting. The mage senses the ly to regard this “strange sensation” as ominous and unnatural
P.P.E. emanating from the nearly invisible nexus ley line system, (which it may be). The energy might be misidentified as being in
but even as he gets closer and closer to it, does not see the famil- the presence of a powerful supernatural being or a dimensional
iar glow from the magical energy. anomaly of some kind, and probably one that should be avoided.
Most mages have never heard of a Hidden Nexus. Others out Others may interpret the sensation as a bad omen – a portent of
West may have heard rumors and stories, but have never actu- danger and bad things to come if one lingers in this abnormal
ally encountered one. While a Dim Nexus and its nexus ley line area of magic energy for too long. Lingering within it, however,
system provide practitioners of magic with the same level of am- does not create any negative effects, other than the fact that the
bient magic energy for channeling, the line network behaves dif- mage(s) is not likely to be able to relax while in its presence.
ferently. Ley Line Storms seldom occur along Dims and when Obscure nexus ley line systems do not behave like normal
they do, their intensity and duration is half that of a normal ley ley lines. Ley Line Storms never appear along them, the amount
line system. Moreover, since the Dim cannot be seen even on of available ambient P.P.E. that mages can tap and channel is half
overcast days and is barely visible at night, most mages do not the usual amount, dimensional Rifts seldom randomly open at the
feel the same sense of security and power that they feel on visible nexus, and when they do, they often disgorge demons and beings
lines. And since the lines are barely visible, it is easy to walk off from the same dimension/world/realm of existence, not from ran-
and away from them without ever realizing you were on a ley dom locations across the Megaverse. This suggests the Obscure
line. Likewise, it is much more difficult to pinpoint the nexus on nexus could be anchored or linked (permanently?) to one specific
a Dim ley line system, requiring the Line Walker or Rifter to rely location. Could it be that this is what a “stable” nexus ley line
on their ability to sense and follow the energy rather than use vis- system looks like?
ible cues. Again, all of this creates a sense of uneasiness, because It has been reported that to open a new dimensional portal at
the ley line and especially the nexus, should not be so faint. It’s an Obscure nexus to a chosen location requires 20% more P.P.E.
unnatural and raises the uncomfortable question of why is this than normal to perform the spell or ritual. And some insist they
nexus ley line system nearly invisible? Is something wrong? Is feel an odd sensation whenever a portal is opened at an Obscure,
there a danger here? as if it was resisting the magic or they were going against the
It has been theorized that the level of mystic energy flowing current of energy.
along a Dim nexus ley line system is so small and narrow or weak Some have theorized Obscure ley lines and nexus points are
that its glow is barely visible – as if it were a tiny stream you so small that they barely register. Or that the ley lines are so short,
could leap over to get to the other side, or a shallow river you can perhaps a hundred yards (meters) or so, they affect a very con-
walk through and never get wet above the knees. It is the easy centrated area and have the unusual result of being invisible and
answer, sounds reasonable and makes sense. But for some, it does almost undetectable. A more likely and disturbing theory is that
not add up. If the nexus system of a Dim is so small and weak, Obscures are ordinary ley lines that are somehow being tapped
how is it that mages can channel the same amount of ambient and drained by an unknown force. That is a scary prospect, be-
P.P.E. available to them as any visible ley line and nexus point? cause there is no known supernatural being, magic or machine
That argument is countered by mages and scholars who point out that is able to drain a ley line so low it barely registers. Whatever
that the amount of energy (P.P.E.) a practitioner of magic can may be responsible must be more powerful than anything yet
draw upon at a visible ley line or nexus does not usually increase encountered on Rifts Earth. More powerful than an Alien Intel-
at the large, more powerful lines or nexus points, either. Note: ligence like the Splugorth who use stone pyramids to contain and
Remember, a “nexus ley line system” refers to two or more ley control nexus points, but the nexus system and its lines all remain
lines that intersect to create one or more nexus points within that in place and glow as brightly as ever.
connecting network of ley lines. Another, equally troubling, possible explanation is the energy
from an Obscure Nexus could be drained by the equivalent of a
Obscure Nexus Black Hole. Of course, an Obscure could be something else en-
The Obscure Nexus is even more inexplicable than Dims. tirely. Something we don’t yet know about or understand.
Here the nexus point and its connecting ley lines do not give off A matter of geography and cosmic influence? It is interest-
any magical glow, nor can they be easily detected or sensed. Not ing to note that Dims and Obscures are few and far between in
even by those sensitive to magic energy like Ley Line Walkers areas east of the Mississippi River. In fact, none are “known” to
and Rifters. It is as if the lines do not radiate with magic or the exist in the eastern or southern parts of North America, or any-
magic energies are somehow blocked or concealed. But by who where else in the world. On the other hand, such Hidden Nexus
or what? Why and how? points would be closely guarded secrets. And what anyone knows
47
about the world as a whole is minuscule even to the most ambi- from the dimensional anomalies, storms, creatures and demons
tious world travelers, including the illustrious Erin Tarn. that emerge from the nexus whenever a Rift appears. A random
It is only as one gets closer to the Rocky Mountains that ru- Rift can disgorge one or ten thousand new menaces. Creatures
mors of Dims and Obscures begin to surface. This has led some who may be inclined to attack anyone living too close to their
to speculate that the stories about unpredictable dimensional en- port of entry. Still, once identified, a nexus point often becomes
ergies and wild dimensional anomalies said to have claimed the the location for strongholds, towns and cities of practitioners of
western States of the old American Empire are true. If so, it may magic, such as Tolkeen and Lazlo, or as a protected, but shared
very well be that Dims and Obscures are the invisible signposts source of power as is often the case with the Federation of Magic
that you are entering an area that is dimensionally and magically located in the Magic Zone. Ley lines and nexus points in the Ohio
unstable. It has been widely rumored that the veil between di- Valley are dominated by clans of the Federation of Magic.
mensions is thin on the other side of the mountains. Travelers, it Communities that stumble upon a Dim or Obscure nexus sys-
is said, cross dimensional planes into other worlds without ever tem have the advantage that the ley lines and nexus are either
realizing they have done so until it’s too late and there is no way barely detectible or completely obscured, making them a secret
to return home to Rifts Earth. It is why explorers who go over the source of magic. A few communities may not even realize that
western mountain ranges are seldom ever seen again. they are built upon the ley lines of a dim or obscure nexus system.
For now, at least, Dims and Obscures do not seem to pose a This was very much the case for the town of Moorcroft, located
danger. Some communities, like the town of Moorcroft, Wyo- in the State of Wyoming. It was not until its citizens began to ex-
ming, have learned to use the hidden source of magic to their hibit an aptitude for magic and an increasing number of them tak-
advantage. Not only does living on an Obscure or Dim nexus ing up the magic arts, that they came to realize they were part of
ley line system provide constant access to ambient magic energy something unique and special. Communities where the so-called
(P.P.E.), but it does not cause the mental and emotional agita- Nexus Born are commonplace.
tion many experience when they try to live directly on visible ley The first Nexus Born were recognized at communities living
lines. And living on a nexus ley line system creates a population near or on a nexus ley line system. In the records at Lazlo, there is
with a greater affinity and aptitude for magic. People dubbed the an account that chronicles what is believed to be the first discov-
Nexus Born. Information that is generally kept quiet. ery of the Nexus Born. A group of adventurers were passing near
a ley line nexus when they encountered a pregnant woman and a
Life in and around midwife being threatened. The heroes chased away the band of
monsters, but in the excitement, the woman began to give birth.
Ley Lines and Nexus Points The Body Fixer among the adventurers assisted the midwife
As stated earlier, when two or more ley lines cross, they form in the successful birthing of a healthy set of twins. As he was
a nexus point, an area of great magical power. Staying with the showing off the newborns, one of his comrades, a Mystic, sensed
river analogy, a nexus might be thought of as a section of rapids unusually high P.P.E. readings emanating from the infants. The
or a waterfall – a location of turbulent magic energy and great mother said it was, “The luck of the blue lines,” and went on to
power. As such, nexus points are usually unpredictable and dan- explain that the people of her village had a tradition of their wom-
gerous. Ley Line Storms are generated at nexus points and roll en giving birth on a ley line nexus because it brought strength and
down the connecting ley lines. Random Rifts – tears in space and good fortune upon the child. Some even came to the nexus when
time – also open at the nexus. And every time a Rift opens, even trying to conceive a child and claim to have better luck.
if it is tiny or only lasts a few seconds, something is likely to Upon reaching the nearby village, the Mystic was idly curious
crawl out of it. Entities, demons, monsters and dimensional be- about its inhabitants and did some random magical and psionic
ings (D-Bees) all enter our world via the Rifts or magical sum- readings on the locals. The parents of the twins were neither mag-
monings that are likely to utilize a nexus point and require a Rift es or psychics. The mother was a schoolteacher and the father a
to be opened. gifted farmer. Yet their children both seemed to be imbued with
Dangers aside, a nexus is a place where mystic energy can be extraordinary levels of P.P.E. The Mystic was startled by this,
tapped by mages and its energies channeled and used for good and further investigation revealed the townspeople, though super-
or evil. As a result, most visible ley lines and nexus junctions are stitious about ley lines and nexus points, seemed to be generally
well known to the beings who can use the ambient energy. They more well educated, skilled and resourceful than similar small,
attract mages and creatures of magic as well as supernatural be- backwoods communities he had encountered. He also noted that
ings who use the magic energy to boost their own spell casting an inordinate number of the townsfolk were beginning to pursue
abilities or to open a Rift and travel between worlds. Under the the mystic arts. There were what he felt to be an unusual number
worst of circumstances, nexus points are used to bring new hor- of Mystics, Ley Line Walkers and Elemental Fusionists among
rors into our world. their ranks. All of whom gave the community better odds for sur-
Though many try, being able to claim and hold onto a ley vival in the hostile and savage wilderness. But even people of
line or nexus ley line system for yourself, is highly desirable, mundane occupations such as carpenters and farmers often had
but incredibly difficult. Those who succeed are usually deities more P.P.E. than is the norm.
and powerful groups and organizations. You need an organiza- Upon his return to the then fledgling kingdom of Lazlo, he
tion and a small army to keep the energies of the nexus out of the brought his observations to the Council of Learning. The Council
hands of others. Remember, ley lines often stretch for 1D6 miles put this theory to the test under controlled measures. First, look-
or more. In addition to the people and monsters who may want the ing at their own populace and seeing similar trends, then with a
Nexus ley line system for themselves, any group trying to claim sampling of volunteer test subjects who agreed to give birth at
a nexus for themselves must also be able to defend themselves one of the Lazlo nexus points. The results were surprising. Al-
48
though not every child was born with noticeably elevated levels become an Operator, Rogue Scholar or thief, is often greater than
of P.P.E., there were too many to be a coincidence. Although usual. Not a huge amount, but noticeable, often double or triple
they could not explain why, at least 75% possessed moderately to the usual amount for an ordinary adult.
significantly higher levels of P.P.E. Over the years, many of these Being born at a nexus (even during an eclipse or solstice) does
“Nexus Born” seemed to exhibit a greater aptitude for magic than not necessarily guarantee that someone possesses an affinity for
usual. Such a determination is difficult to confirm in a commu- magic or the bonuses and penalties of the Nexus Born. There
nity founded by mages who promote learning and magic, which are many cases (20%) where a child born at a nexus has no dis-
is what made continued observation of the people of the small, cernable benefit from it, whatsoever. The term “Nexus Born” is
wilderness community all the more vital, because the results were reserved for those born at a nexus who do show an affinity for
much more clear. magic and possess a greater amount of P.P.E. Timing the birth
In time, there was no denying that there is some benefit to to coincide with an optimum flow of energy such as an equinox,
giving birth at a nexus point. (Note: There was no noticeable in- solstice or eclipse, does NOT provide any additional benefit/bo-
crease for children who were believed to had been consummated nuses. Thus far, no one has determined any specific correlation,
on a nexus.) The lingering question, are there any dangerous side cause or effect as to why some babies born at nexus point gain the
effects? Nexus Born abilities/bonuses and others do not.
There appears to be both modest benefits and penalties for giv- First, roll to Determine if the Nexus Born has the bonuses
ing birth on a nexus point. The benefit as noted above (and be- and elevated P.P.E. Roll percentile dice.
low) is an aptitude for magic. However, some fear, the innocent 01-20% An ordinary newborn: +1D4 P.P.E. bonus, but that
babies are vulnerable to possession when born at a ley line nexus is all. Do not roll on the tables that follow.
and may be more open to supernatural influence for the rest of 21-00% Nexus Born: This child has an inclination toward,
their lives. And there is always the potential dangers of possibly and aptitude for, magic or other creative ventures. Roll on the
mutating energies and supernatural forces emanating from a nex- following tables, below.
us that could permanently damage or haunt the child for the rest
of his life. Thus, the verdict is still out as to whether the apparent Nexus Born Bonuses and abilities:
modest benefits outweigh the unknown dangers of a child being 1. Increased P.P.E.: Mortal humans and most D-Bees/alien
a Nexus Born. Though not widely known, word about the Nexus humanoids do not have a large amount of P.P.E. by the time they
Born is out there, though often shrouded in superstition and wild become mature adults. Their initial P.P.E. base decreases with
conjecture. Some think the children are blessed. Others fear they age as their “potential” is spent on natural talents and skills as the
are cursed, and perhaps marked forever by the supernatural. child learns, develops talents and matures into adulthood.
And that backwater wilderness community? Over the genera- FOR REFERENCE: Normal P.P.E. Levels for Humans
tions it would grow and prosper. It’s name, New Lazlo. A uto- Children (ages newborn to 12 years of age): 4D6+12
pian city-state of scholars, practitioners of magic and dreamers in Teens (ages 13-19): 2D4+5
lower Michigan. Young Adults (ages 20-28): 1D6+3
Adults (29 and older): 1D4 P.P.E., the usual base P.P.E. for
humans who are not mages or psychics. The P.P.E. of D-Bees
Qualities and Bonuses of Nexus Born varies, but is usually similar.
Note: Player characters as well as NPCs (non-player charac- Bonus P.P.E. of the Nexus Born; roll percentile dice
ters) can be Nexus Born. All that it requires is to have been born (D100): Does not change with age unless the character does not
at a nexus point. However, there are limits as well as dangers and pursue magic or the bonus P.P.E. points are spent to develop
drawbacks as to who and what can become a Nexus Born. skills or mental attributes; see Note, below. Those who become
Race/Species: Humans and mortal D-Bees/humanoids born practitioners of magic enjoy the bonus P.P.E. that becomes part
on Rifts Earth can be a Nexus Born, though many may not even of their permanent Base P.P.E. for casting magic, as well as get
know it. D-Bees who were not born on Rifts Earth are (obvious- the bonuses and penalties listed below.
ly) incapable of being nexus children, because their home world 01-25% +1D6+3 bonus P.P.E.
does not have the unprecedented level of magic found on Rifts 26-50% +2D4+4 bonus P.P.E.
Earth. 51-75% +2D6+5 bonus P.P.E.
Supernatural beings and creatures of magic do not benefit from 76-00% +3D6+6 bonus P.P.E.
being born at a nexus. That said, beings who normally possess Note: Remember, the Nexus Born does not have to become a
strong inherent magic often avoid giving birth at nexus points. practitioner of magic, they can choose any O.C.C. Nexus Born
Just as too much air will burst a balloon, some believe too much who do not become a Practitioner of Magic can buy the follow-
P.P.E. can “short out,” harm or kill such an offspring. Thus, for ing bonuses for every five bonus P.P.E. points spent, but must
example, dragons (being magical powerhouses) NEVER hatch retain a minimum of 8 P.P.E. as their permanent P.P.E. Base (in-
their eggs at nexus points. cludes the 1D4 for human adults in addition to the bonus P.P.E.).
O.C.C. Selection: Being a Nexus Born should not necessarily Increase one mental attribute by one point per every five P.P.E.
affect one’s broad choice of choosing an Occupational Character spent, or add a +5% skill bonus per every five P.P.E. points spent.
Class (O.C.C.), such as man of arms, adventurers, people of sci- The skill bonus can be applied to more than one skill (+5% to
ence, etc. The Nexus Born have complete leeway in choosing each for a cost of five P.P.E.) or ALL spent P.P.E. can be added
their own career. However, they tend to be attracted to magic, to one specific skill. Example: If 18 bonus P.P.E. were rolled on
creative pursuits and the scholastic (including the sciences). the table above, the character could apply a +15% bonus to ONE
Their inherent P.P.E. base, even if the Nexus Born goes on to skill or +5% to three different skills. The remaining 3 P.P.E. are
49
11-30% Shaman, any (Rifts® Spirit West, page 48; +1 on
Perception Rolls and +1 to save vs possession).
31-50% Mystic (Rifts® Ultimate RPG, page 118; +10%
bonus to Sense Supernatural Evil; may also trade away half the
bonus P.P.E., point for point, to boost the character’s permanent
I.S.P. base. Example: Permanently sacrificing 9 Bonus P.P.E.
gets the Mystic 9 I.S.P. added to his permanent I.S.P. base).
51-70% Ley Line Walker (Rifts® Ultimate RPG, page 113;
+5% bonus to sense ley lines and nexus points).
71-80% Ley Line Rifter (Rifts® Ultimate RPG, page 116;
+10% bonus to sense ley lines and nexus points).
81-90% Fire Sorcerer (Rifts® Mystic Russia, page 109; gets
two bonus Fire spells selected from levels 1 or 2).
91-95% Star Child (Rifts® England, page 53; +1 to Percep-
tion Rolls and +1D6+1 to permanent I.S.P. Base).
96-00% Slayer (as in demon slayer; Rifts® Mystic Russia,
page 136; +1 on Perception Rolls and +6% to Recognize Super-
natural Shapechangers).
In the Eye of the Storm enforcing the curfew, establishing medical triage facilities, and
erecting roadblocks to quarantine the city. As ill luck would
Michigan During the Wave, W-Day to Z-Day have it, both of Michigan’s Army Reserve medical units were
From the Outbreak to the Two-Day Death deployed overseas. The Federal government declared a state of
emergency and promised aid.
“W-Day,” as the first day of the Wave became known, came
to Detroit nearly four hours before it struck other cities in North Within four hours, however, outbreaks of the Wave were noted
America. The initial American response to the outbreak was in nearly every major city in the world, with no discernible com-
fairly well-organized, at first, as epidemics and bio-terrorism had mon denominator between the affected cities other than a density
long been of concern to the government of the United States. In of population. Warned by the events in Hong Kong and Detroit,
every American state and territory, the U.S. Centers for Disease these other cities, states, and countries had put their civil defense
Control had stored antiviral medications and personal protective and military forces on alert, speeding their responses greatly.
equipment (i.e., NBC suits and masks) in strategic locations so At first, this seemed to slow the spread of the Wave elsewhere,
that they could be rushed anywhere in the United States within which gave humanity hope – albeit fleeting and false – that the
12 hours of the outbreak of a dangerous disease – natural or not. Wave might be contained.
As soon as the Wave hit, those assets in Michigan were mobi- In Detroit, however, matters continued to deteriorate rapidly.
lized and rushed to the city of Detroit to protect police, ambu- As people fell deathly ill by the thousands, then by the tens of
lance crews, doctors, firefighters, civilian leadership, and other thousands, many of them began to die. This wasn’t the Two-
key personnel. It was not enough. Not in Detroit. Not anywhere. Day Death (“2DD”), where nearly a fifth of Earth’s population
Very quickly it became clear the Wave was abnormally con- died en masse, but merely the 8-15% of the people – the old, the
tagious and extremely debilitating. The speed and virulence of young, and the infirm – for whom a severe infection of any kind
the illness convinced the authorities this was a terrorist attack of may have been fatal. Michigan’s police and National Guard were
some kind, but in those initial hours, it was not known if it was soon called upon to remove the dead bodies filling the hospitals
an airborne disease or some type of poison in the water, or what. and morgues. To avoid a panic and to ensure there would still be
Detroit was placed on lock-down. All businesses and public room for the sick to have access to medical care. National Guard
buildings were closed. People were told not to panic, to remain trucks were initially used to haul the corpses to military bases
in their homes, and to drink only bottled water. The Michigan for temporary storage; the air-conditioned aircraft hangars at the
National Guard was mobilized. Police and military personnel Air National Guard bases in Selfridge, Grand Ledge, and Battle
were put to work distributing food and bottled water to residents,
53
Creek were used for this purpose. Within three days, however, at gunpoint or tried to flee the “Hot Zone” by going through or
even these locations were filling up. around the police and military roadblocks. Streets were jammed.
What was Michigan to do with, at the time, just over one hun- Shots were fired. Fires broke out. More people died. Law and
dred thousand corpses? Private burials were impossible because order broke down. Electricity went out, then water.
any public gathering might spread the disease among the mourn- Like most places the world over, Michigan found itself des-
ers. At the time it was unthinkable to burn them or to bulldoze perately short of trained manpower to maintain the public secu-
them into an anonymous mass grave. There wasn’t enough re- rity it needed to care for the sick, to collect the dead, to feed its
frigerated space in the state to store them. It would have been people, to fight fires, and to maintain vital services and utilities.
a public relations disaster to leave them in a rotting heap, being By the end of the week, Detroit and much of the State of Mich-
picked at by buzzards. Still clinging to the hope that the majority igan was teetering on the verge of anarchy, with nearly 25% of
of humanity would survive outbreak of the Wave, the authorities its 10 million inhabitants deathly ill with an unknown disease and
decided to put the dead somewhere until the crisis was over and over a quarter of a million people dead. Little did anyone know,
people could provide their loved ones with decent burials, a place but the rest of the country would follow in its footstep just a day
where they would be safe from rot and animals, out of the public or two behind.
eye, and where minimal refrigeration was required.
The answer was just over 1,100 feet (335 m) beneath them:
The Detroit Salt Mine. It had been idle before the outbreak of
The Two-Day Death
the Wave and was perfectly situated in the center of Detroit with Then the sick began to die, all at once, all throughout the
abundant road, rail, and river access to transport the dead. In 1941, world, over a 48 hour period. Still, more than three quarters of
when it was seriously considered for use as an air-raid shelter, it Earth’s people were alive and healthy. Despite the partial col-
was estimated to have enough space for all of Detroit’s, then, 1.6 lapse of society across the globe, what authority and government
million inhabitants. Since that time, 25.2 million more tons of remained did its best to dispose of the dead. Volunteers, fam-
salt had been removed, nearly tripling its cavernous capacity. The ily members, and military personnel, already exhausted by seven
temperature of the mine is a constant 58 degrees Fahrenheit (14 days of caring for the sick, used whatever means were at hand to
C), cool enough to at least slow decay. Salt is also a natural pre- collect and inter their fellow citizens.
servative, and Detroit’s salt is only used for industrial purposes, In Detroit and surrounding suburbs, near-anarchy reigned in
so rock salt used to preserve a corpse now could still be resold most neighborhoods, but the Detroit Salt Mine continued to re-
to sprinkle on a road next winter. It was an easy choice. Right up ceive the dead by the truck and train, and boatload. The reserve
until the rising of the dead (“Z-Day”), corpses from throughout Marines (1st Battalion, 24th Marine Regiment, minus Weapons
Michigan and even neighboring states were brought in by truck, Company) guarded the convoys, the mine, and the nearby rail
train, and ship to be temporarily interred under piles of salt, far yard, docks, warehouses, fuel depots, and Federal Medical Con-
below ground. tingency Station. A Navy Seabees battalion (RNMCB-26, based
By the third day of the Wave, the unprecedented and unfore- at Selfridge ANGB) and nearly 800 unarmed MIVDF volunteers
seen scale of the disease exhausted the CDC supplies of antivi- augmented the surviving mineworkers operating the facility 24
ral medications and carbon filters (for military gas masks). Nor hours a day. The mine was serviced by a giant elevator, capable
were there enough full-body NBC suits to issue to every military of hauling six tons of salt at a time, but was deemed too slow in
member, police officer, firefighter, physician, nurse, EMT, civic moving up and down the 1,100 foot (335 m) shaft to handle the
leader, utility worker, government employee, and volunteer aid number of corpses to be interred there. The Seabees created a
worker. People were told to “make do” with T-shirts wrapped vertical conveyer system where the weight of the bodies going
over their faces and any type of waterproof gloves they could down was counterbalanced by salt going up. In an amazing feat
acquire. But as the number of sick persons surpassed a million of “can do” engineering, the legendary efficiency of the Marines
statewide, temporary medical facilities at sports arenas, schools, and the legendary resourcefulness of the Seabees enabled the in-
hotels, and military bases ran out of space and supplies. terment of nearly two million dead bodies, almost half of which
First in Detroit, then throughout the state (and indeed, through- were from out of state.
out the world), governments at various levels imposed a media By the end of the Two-Day Death, the police, National Guard,
blackout to avoid a panic. This blackout was least effective in the and volunteers at all levels were exhausted and on the verge of
cities, as the newest generation smartphones could establish their an operational collapse, but by some miracle they were still just
own local area Internets: urban file sharing and text messaging barely holding on.
mushroomed, allowing rumors and extremist propaganda to fill That night, the dead began to rise.
the information void. Yet in most of Michigan, as in most of ru-
ral and suburban America, the public believed the government’s Z-Day
assurances that the Wave was a highly contagious but 95% sur-
The chaos caused by the rising of the dead cannot be over-
vivable kind of influenza; they remained calm and heeded the
stated. Much is still not known about the actions of what police,
emergency broadcasts to stay in their homes, to wash their hands
military, and government were left, because nearly all witnesses
often, and to drink only bottled water.
and records are wiped out. What is known, surmised, and/or gen-
In Detroit and, to a similar but less-publicized extent, Flint
erally rumored is listed below, as close to chronological order as
and Pontiac, panic set in. Conditions there were even worse than
can be determined:
elsewhere, and a rumor that the Wave was a CIA plot to wipe
out minorities fanned old embers of distrust in government. Des- ! The dead rose worldwide at about 8 AM Greenwich Time (3
perate families with ailing loved ones demanded medical care AM Eastern Standard Time, midnight Pacific Standard Time).
54
They rose simultaneously in every location where the corpses ored. Skin has a grayish shade and the eyes are surrounded by
of those who had died from the Wave had been placed; every dark circles. Reduce P.B. by half. Average P.B. is 5.
military base, hospital, temporary medical facility, etc. Since ! Only the hardiest of people survived the disease. Add 1D4 to
it was nighttime in America, most of these sites were over- P.E. attribute number, +10% to save vs coma and death, +2 to
run when almost everyone but the night shift personnel were save vs disease, and should it ever happen again, they are im-
sleeping, often before anyone could raise the alarm. mune to the Wave!
! Central FEMA Headquarters at Raven Rock Command Fa- ! Survivors who never became ill from the Wave sometimes mis-
cility, Pennsylvania, noticed almost all emergency sites going take these fully-human survivors for zombies and may need
offline at about the same time. At first, this was attributed to a strong proof to be convinced that the character is not a Mock
technical fault. The President, aloft in Air Force One by that Zombie instead. Others fear Mock Humans may be “carries”
point, probably would not have been immediately informed. of the Wave and do not allow them inside their communities.
! At the Detroit Salt Mine, tens of thousands of corpses wait- ! A Mock Human still has P.P.E. as normal. Any zombie that
ing to be taken down inside the mine, suddenly rose. The dead can sense P.P.E. never mistakes the character for a zombie.
killing nearly all military personnel and volunteers on site ! All of this has lead many Mock Humans to become fiercely
within minutes. A few groups of Marines and others managed independent and capable survivors in the world of the dead
to reach rooftops and other relatively safe positions, but there (+5% to all Wilderness, scavenger and survival skills). How-
wasn’t much they could do to stop the tide of dead flowing ever, many are also resentful of the many survivors who
out into the surrounding city streets. Fortunately, the almost fear and shun them, and the survivor communities that shut
two million zombies now clamoring to escape inside the mine them out. This can turn Mock Humans into bandit, raiders,
were trapped as soon as the conveyer system stopped running. and hardened scavengers who do not go out of their way to
! In response to a call for assistance, the Detroit Police De- help other survivors nor share their resources. Most have gone
partment sent what manpower it could spare to contain the through too much to become Death Cultists, but you never
situation at the Detroit Salt Mine. The sheer volume of zom- know. Among the people who do trust and confide in them,
bies pouring out of the trucks, box cars, and nearby warehous- Mock Humans are often the leaders or key personnel in the
es was unstoppable. Not yet understanding what they faced, survivor group or community.
nearly a third of Detroit’s police was eliminated by the zom-
bie horde at the mine location. This was the last large-scale,
organized act of the DPD. From that point on, the people of
the Metropolitan Detroit-Area were de facto unprotected and
New Zombies
on their own.
! Detroit City Hall went silent. Rumors vary, from tales of the Big Flesh Eater
mayor of Detroit fleeing the city via executive helicopter with
his mistress, to stories of the mayor and his bodyguards hold- “It’s been about six months since the dead rose, and we keep
ing off zombies for an hour until they were finally overrun. coming across new kinds of zombies. Mostly, it’s just zombies
Whatever the truth, the mayor, police chief, and other city that were already there, but we just hadn’t met yet. But in the
leaders were lost, leaving what police and other authorities case of the Flesh-Eating Zombies, some of them may actually be
that remained without guidance or coordination. changing. Growing.
! The wife and children of the mayor of Detroit used his ar- “I know what you’re thinking. ‘How can a dead thing grow?’
mored limousine to escape the city. They are now at the Lake Me, I figure that if it can walk and eat, it just makes sense that it
Orion Safe Haven, where they are valued members of the can grow, too. All that flesh it’s eating has got to go somewhere,
community. right?
“I heard some AURA scientist say that Flesh Eaters actually
retain a low level of metabolic processes in their bodies, which
Mock Human means their organs still do something, just not as much as ours.
That’s why it’s easier to hurt them than other zombies – disem-
A New Survivor Type bowel a Sloucher, it just keeps on coming, but disembowel a
Flesh Eater, and it is hurt.
While about 25% of Earth’s population was infected with the
“The problem is, the Flesh Eaters are smarter than the average
Wave, the disease itself was 82% fatal in those countries where
Sloucher and I swear as they get bigger, they get smarter too.
the majority of the population had access to modern medical fa-
The only way to make them stop growing is to send them back
cilities, and up to 94% fatal when they didn’t. Unfortunately for
to Hell. Take them down whenever you see them. Don’t give
those who got sick but survived the infection, the very hospitals
them change to grow and mutate. Dumb zombies are bad enough.
that kept them alive were ground zero for the risen dead, so only
Smart ones, the idea sends chills down my spine.”
a rare few of them are alive today.
Permanently scarred by the effects of the Wave, these fully- – Brad Ashley, Leader of the Road Reapers
alive survivors often resemble the walking dead. This has led to
them being called Mock Humans. Flesh Eaters that feed well, feed often and avoid a lot of physi-
Mock Humans have the following attribute adjustments cal damage grow in size. On average, Big Flesh Eaters gain six
and special modifiers: inches (15 cm) in height and 50 pounds (23 kg) in weight. Their
! While their bloody, pox-like sores and blisters have mostly arms are proportionally longer than a human’s and they tend to
healed over, the Wave left their skin scarred, pitted and discol- be hunched over, rearing up to full height only when fighting. Big
55
Flesh Eaters have distinctive jaws and teeth, similar to those of a to hide and wait for the right moment to strike. Unlike the
baboon. Their oversized jaws are capable of inflicting significant Thinker, however, it does not know how to use tools.
damage to flesh. Rudimentary Communication with Zombies: Other Flesh-
Flesh Eaters that are kept in captivity seem more subservient Eating Zombies look up to the Big Flesh Eater and accept it
to their living masters, possibly due to the long time spent being as the group leader, the alpha dog of the pack. As a result, a
fed on a regular basis. They are less likely to rebel against the au- Big Flesh Eater can sometimes get other Flesh Eaters to fol-
thority of a Zombie Master, Death Priest, or Zombie Lover than low its lead and obey simple commands. Likewise, there is
an average Flesh Eater, and much more likely to grow big (75%) 01-25% chance Slouchers and other dull-witted zombies may
than Flesh Eaters surviving in the wild (14%). And because Big also follow and obey a BFE for 1D4x10 minutes, especially
Flesh Eaters are more intelligent, they are able to be trained to if it seems to be leading them toward a potential meal. The
perform simple tasks and behave as a semi-domesticated Flesh maximum number of non-Flesh-Eating Zombies it can control
Eater, reminiscent of a watchdog or workhorse. at any one time is equal to its I.Q. attribute number. Note:
Big Flesh Eaters in the wild have to rely on their own cunning Thinkers, Mock Zombies, and Half-Zombies are immune to
for food, so they get sneakier and more cunning. It is not known such control, regardless of how low their intelligence may be.
if months of hunting thinking prey has forced the Flesh Eater to See Life Energy (P.P.E.): 9,000 feet (2,743.2 m) at night
learn and become more cunning, or if only the smartest Flesh Eat- or in darkness.
ers are successful enough hunters to get the extra food required Sense Life Energy (P.P.E.): 25 feet (7.6 m) to sense 1-6
to grow. It also isn’t known if they might grow smart and larger people, 50 feet (15.2 m) to sense a group of 7-24 people, and
over a longer period of time. What is known is that some wild Big 100 feet (30.5 m) to sense a group of 25 or more people. Half
Flesh Eaters are almost as smart as Thinkers. They behave ac- that range to sense animals. One quarter that range, 6.2 feet
cordingly, often leading groups of lesser Flesh Eaters and setting (1.9 m), when a zombie is dormant.
simple ambushes, tailing survivors to watch and wait for the most Recognize Human Scents (Enhanced): 90%. This also tells
opportune time to attack. Wild Big Flesh Eaters are notoriously the zombie that humans are nearby, or have been present re-
difficult to domesticate; they think they’re the boss or dominant cently.
force, and constantly look for a way to escape or kill and feast Track Humans by Scent (Enhanced): 40% chance, +10%
upon their captor. if the human is sweaty or hasn’t bathed in three or more days,
Also known as: BFE (for Big Flesh Eater), Big Boys, Beefy, and +20% to follow the scent of blood, +5% if there is more than
Ogres. one human present in the same area, +5% to smell perfume,
Alignment: Considered Diabolic. cologne, or aftershave. All bonuses are accumulative.
Smell Fear in Humans (Enhanced): Makes zombies more
Attributes: I.Q. 1D4+4 (captive Big Boys) or 1D4+5 (wild),
aggressive: +2 on initiative and +2 to strike or disarm. If the
M.E. 1D4+4, M.A. 1D4, P.S. 2D6+19, P.P. 1D6+4, P.E.
level of fear is fever-pitched or five or more people are terri-
1D6+15, P.B. 2D4, Spd 1D4+10.
fied, the zombie is also +1 attack per melee round.
Hit Points: P.E. attribute number +6, but all Main Body S.D.C.
Feeding Frenzy: Big Flesh Eaters react like sharks to the
must be depleted first before Hit Points can be affected. Note:
taste and smell of the blood of a severely injured victim. When
See S.D.C. by Location for more details.
it or a member of its pack causes Hit Point damage to a person,
S.D.C. by Location:
it gains +1 on initiative, +1 to strike, and +1 to damage. These
* Hands (2) – 1D6+5 each
bonuses are accumulative to those derived from smelling fear.
* Arms (2) – 2D6+5 each
Zombies Can See Without Eyes: The eyes glow with a red
* Feet (2) – 1D6+5 each light inside empty eye sockets.
* Legs (2) – 2D6+9 each Keen Sense of Hearing: Can pinpoint the location of a
* Lower Jaw – 2D4+6 Zombie Moan after hearing it for only 30 seconds.
** Neck – 1D6+12 Impervious to Most Everything: Only decapitation, de-
** Head – 2D6+17 stroying a zombie’s brain, and fire can kill a zombie. Does
*** Main Body – 4D6+33 not need to breathe, and survives underwater and in a vacuum.
Armor Rating: 12 S.D.C. and Hit Point Regeneration: 1D6+3 S.D.C. and 2
Horror Factor: 14 Hit Points are automatically restored every hour. Extra P.P.E.
P.P.E. 1D4+2 may also restore S.D.C. and Hit Points at a rate of 1D6+2
Natural Abilities: Standard as previously described. S.D.C. and one Hit Point per extra P.P.E. point. See S.D.C.
Toxic Bite: Like a Komodo Dragon, the oversized jaws of and Hit Points for details.
Big Flesh Eaters contain the rotting flesh from past meals and No Life Energy of Their Own: Zombies are cold, dark crea-
are full of harmful bacteria. Add +10% to the roll for the likeli- tures without body heat or an aura. They cannot be seen by
hood of infection (Dead Reign®, page 30) and +15% to the infrared and thermal imaging optic systems. Rather, zombies
roll for the infection symptoms and penalties (Dead Reign®, register the same as a piece of timber.
pages 31-32). Go Dormant: A stasis sleep that keeps zombies from de-
Near-Sentience: The Big Flesh Eater can think about as caying. Walking dead hide when they go dormant and can be
well as a mischievous dog. It can open unlocked doors and waiting anywhere.
move simple obstacles out of the way. It knows that cars, foot- People Slain by the Zombie Rise as One: Victims slain in a
prints, lights, and fresh scents are signs of human prey. It is zombie attack, their P.P.E. absorbed, rise as the walking dead
more patient than other Flesh-Eating Zombies and knows how within 2D4+4 minutes after expiration.
56
Skills of Note: Climb 78/53%, Prowl 58%, Tail 68%, and Track Juggernaut zombies. Wild Giants are also almost as smart as
(Humans) 49%. Thinkers.
Attacks per Melee: Four. Giant Flesh Eaters that are created by being in captivity are
Damage (S.D.C./Hit Points): almost slavishly subservient to their masters, possibly due to the
Bite: 2D6+3 damage (and a chance of infection even if the long time spent being fed well on a regular basis. They are unlike-
wound is treated immediately after receiving it). P.S. damage ly to rebel against the authority of their meal ticket, be it a Zom-
bonus does NOT apply to bite attacks. bie Master, Death Priest, or Zombie Lover. Though not nearly as
Head Butt: 2D4 + P.S. damage bonus. smart as their wild cousins, domesticated Giant Flesh Eaters can
Punch/Claw Attack: 1D8 + P.S. damage bonus. be trained to perform simple tasks and fight in arena-style com-
Power Punch: 3D4 + P.S. damage bonus, but counts as two bat. They otherwise behave as a domesticated Big Flesh Eater.
attacks. Giant Flesh Eaters in the wild have had to rely on their own
Kick Attack: 2D4 + P.S. damage bonus. cunning for food. Such zombies are as smart as Thinkers and
Weapon: A rarity; almost never. know how to recognize and follow signs of human prey. They
Note: Leap Kick, other kicks, body flip, and martial arts behave accordingly, often leading groups of lesser Flesh Eaters,
attacks are NOT possible by Big Flesh Eaters. use simple tools (clubs, knives, hatchet, shovel, etc.), and set
Bonuses: +3 to strike, +1 to disarm, also see Natural Abilities for well-planned ambushes. Wild Giant Flesh Eaters are impossible
additional bonuses. to domesticate and are violent and aggressive toward all humans
Penalties: -2 on Perception Rolls. and living beings.
Vulnerabilities: A slightly lower A.R. (12) makes them a little Also known as: Giant Zombie, GFE (for Giant Flesh Eater),
more vulnerable. They hunt in small groups of 2-12, making Giffie (for the acronym GFE), Goliaths, and Trolls.
them dangerous but manageable in combat. They exhibit early Alignment: Considered Diabolic.
hominid behavior, a step above pure animal instinct, and are Attributes: I.Q. 1D4+4 (captive) or 1D4+8 (wild), M.E. 2D4+1,
capable of simple ambushes, tailing, tracking, and rudimen- M.A. 1D4+2, P.S. 2D6+24), P.P. 1D6+6, P.E. 1D6+18, P.B.
tary reasoning. They are attracted to the carcasses of dead 2D4, Spd 1D6+12 running on all fours.
animals and the corpses of people but are more capable than Hit Points: P.E. attribute number +10, but all Main Body S.D.C.
other Flesh Eaters of determining if something is being left as must be depleted first before Hit Points can be affected. Note:
bait. Still fairly slow and compared to most humans and can- See S.D.C. by Location for more details.
not swim. Big Flesh Eater is still susceptible to cold weather. S.D.C. by Location:
Sustained temperatures below 41° F (5° C) reduce speed, at- * Hands (2) – 1D6+7 each
tacks per melee, and combat bonuses by half. Head shots, de- * Arms (2) – 2D6+8 each
capitation, and fire can still kill this zombie. Fear of fire can * Feet (2) – 2D4+6 each
keep them at bay; Horror Factor 16. * Legs (2) – 2D6+12 each
* Lower Jaw – 2D6+6
** Neck – 2D6+15
Giant Flesh Eater ** Head – 2D6+20
*** Main Body – 4D6+42
“Tales of these things roaming wild are like stories of Bigfoot: Armor Rating: 12
Everyone claims to know someone who saw one or battled one, Horror Factor: 14
but no one has ever come up with convincing proof. The only P.P.E. 1D4
ones I’ve ever seen were the pets of some really sick Zombie Natural Abilities: Standard as previously described.
Masters and Death Priests. Now, I’m not saying that these things Toxic Bite: Like a Komodo Dragon, the oversized jaws of
will never be encountered in the wild; I’m just saying that if you Big Flesh Eaters contain the rotting flesh from past meals and
do see one, take it down fast and get a good photograph of the are full of harmful bacteria. Add +10% to the roll for the likeli-
body.” hood of infection (Dead Reign®, page 30) and +20% to the
– Brad Ashley, Leader of the Road Reapers roll for the infection symptoms and penalties (Dead Reign®,
pages 31-32).
It is believed that Flesh Eaters that feed exceptionally well on Low Sentience: Captive Giant Flesh Eaters think and be-
people with high amounts of P.P.E. (e.g., children and clergy) for have just like regular Flesh-Eating Zombies. Wild ones, how-
six months to a year grow to be giants, but no one knows it this ever, can think about as well as a monkey, being able to use
true or not. Most are 1D4 feet (0.3-1.2 m) larger than a human simple manual tools to do basic tasks that have immediate
in height and 150-300 pounds (68 to 135 kg) in weight. Captive benefits, like using a club, piece of concrete or a sledgeham-
Flesh Eaters of some of the larger groups of Death Priests and sa- mer to bash open a door to get at prey. It knows that cars,
distic raiders sometimes fall in this category. Only about one wild footprints, lights, and fresh scents are signs of human prey,
Flesh Eater in ten thousand is able to eat this well long enough to and if it has seen it done, knows how to turn on a light switch.
grow to such a massive size. It is more patient than other Flesh-Eating Zombies and knows
Giant Flesh Eaters are built like gorillas, with massive bodies how to hide and wait for the right moment to strike. Unlike the
and disproportionately long arms. They have huge jaws, simi- Thinker, however, it does not know how to use precision tools
lar to those of a hyena, which are quite capable of snapping and like a screwdriver (other than as a stabbing weapon), guns or
grinding bone. They can sprint on all fours and are as strong as machinery.
57
Communication with Zombies: Other Flesh-Eating Zom- Skills of Note: Climb 90/66%, Prowl 50% (its size makes stealth
bies regard the Giant Flesh Eater as the group leader, the al- difficult), Tail 75%, and Track (Humans) 62%.
pha dog of the pack. As a result, a Giant Flesh Eater can get Attacks per Melee: Four.
other Flesh Eaters to follow its lead and obey simple com- Damage (S.D.C./Hit Points):
mands. Likewise, there is 01-60% chance Slouchers and other Bite: 3D6+2 damage (and a chance of infection even if the
dull-witted zombie may also follow and obey a Giant for 1D4 wound is treated immediately after receiving it). P.S. damage
hours, especially if it seems to be leading them toward a po- bonus does NOT apply to bite attacks.
tential meal. The maximum number of non-Flesh-Eating zom- Head Butt: 3D4 + P.S. damage bonus.
bies it can control at any one time is equal to its I.Q. attribute Punch/Claw Attack: 2D6 + P.S. damage bonus.
number x3. Note: Thinkers, Mock Zombies, and Half-Zom- Power Punch: 3D6 + P.S. damage bonus, but counts as two
bies are immune to such control, regardless of how low their attacks.
intelligence may be. However, they may chose to work with a Kick Attack: 2D6 + P.S. damage bonus.
Giant Flesh Eater, and the Giant is smart enough to recognize Weapon: Captive: None unless trained. Wild: Commonly a
if they are a benefit, a hindrance or potential trouble. big rock, chunk of concrete, or piece of scrap metal weighing
See Life Energy (P.P.E.): 9,000 feet (2,743.2 m) at night on average 200 pounds (90 kg), doing 4D6 + P.S. damage bo-
or in darkness. nus, and which can be thrown one yard/meter for every three
Sense Life Energy (P.P.E.): 25 feet (7.6 m) to sense 1-6 points of P.S. the zombie has.
people, 50 feet (15.2 m) to sense a group of 7-24 people, and Note: Leap Kick, other kicks, body flip, and martial arts
100 feet (30.5 m) to sense a group of 25 or more people. Half attacks are NOT possible by Giant Flesh Eaters.
that range to sense animals. One quarter that range, 6.2 feet Bonuses: +4 to strike, +2 to disarm, also see Natural Abilities.
(1.9 m), when a zombie is dormant. Penalties: -1 on Perception Rolls.
Recognize Human Scents (Enhanced): 95%. This also tells Vulnerabilities: A slightly lower A.R. (12) makes them a little
the zombie that humans are nearby, or have been present re- more vulnerable. They hunt in larger groups of 6-36 other
cently. types of zombies, making them more dangerous in combat.
Track Humans by Scent (Enhanced): 54% chance, +10% They exhibit early caveman behavior and are capable of ex-
if the human is sweaty or hasn’t bathed in three or more days, ecuting straightforward ambushes, trapping prey in restricted
+20% to follow the scent of blood, +5% if there is more than terrain, basic reasoning, and planning for the near future. They
one human present in the same area, +5% to smell perfume, are attracted to the carcasses of dead animals and the corpses
cologne, or aftershave. All bonuses are accumulative. of people but are quite capable of determining if something
Smell Fear in Humans (Enhanced): Makes zombies more is being left as bait. Faster than most humans and capable of
aggressive: +1 on initiative and +1 to strike or disarm. If the swimming, the Giant Flesh Eater is still susceptible to cold
level of fear is fever-pitched or eight or more people are terri- weather. Sustained temperatures below 41° F (5° C) reduce
fied, the Giant zombie is also +1 attack per melee round! speed, attacks per melee, and combat bonuses by half. Head
Feeding Frenzy: Giant Flesh Eaters react like sharks to the shots, decapitation, and fire can still kill this zombie. Fear of
taste and smell of the blood of a severely injured victim. When fire can keep them at bay; Horror Factor 16.
it or a member of its pack causes Hit Point damage to a person,
it gains +1 to initiative, +1 to strike, and +2 to damage. These
bonuses are accumulative to those derived from smelling fear.
Zombies Can See Without Eyes: The eyes glow with a red
The Cult of
light inside empty eye sockets.
Keen Sense of Hearing: Can pinpoint the location of a
Zombie Moan after hearing it for only 30 seconds.
Brulyx in Detroit
Impervious to Most Everything: Only decapitation, de- As mentioned above, Detroit began Z-Day with zombies
stroying a zombie’s brain, and fire can kill a zombie. Does spread all over the city, plus tens of thousands that had been
not need to breathe, and survives underwater and in a vacuum. shipped in for placement inside the mine, but had not yet been
S.D.C. and Hit Point Regeneration: 1D6+3 S.D.C. and two put underground. As a result, perhaps as many as 100,000 fanned
Hit Points are automatically restored every hour. Extra P.P.E. out from the salt mine area. Combined with decapitation of the
may also restore S.D.C. and Hit Points at a rate of 1D6+2 city government and the deaths of a large percentage of the city’s
S.D.C. and one Hit Point per extra P.P.E. point. See S.D.C. defenders, chaos ensued. Most of the terrified population left to
and Hit Points for details. fend for themselves. Those who survived the first few days were
No Life Energy of Their Own: Zombies are cold, dark crea- left isolated, running out of food, surrounded by zombies, with no
tures without body heat or an aura. They cannot be seen by escape. Who could possibly come to their rescue?
infrared and thermal imaging optic systems. Rather, zombies For many, their only hope was the Cult of Brulyx.
register the same as a piece of timber. There were once more than twenty different enclaves or “co-
Go Dormant: A stasis sleep that keeps zombies from de- vens” of Brulyx in Detroit. Attrition, mergers, infighting, and
caying. Walking dead hide when they go dormant and can be hostile takeovers have reduced that number to three major cult
waiting anywhere. factions. All of them have senior members who have had at least
People Slain by the Zombie Rise as One: Victims slain in a some military or police training. Naturally, these three groups
zombie attack, their P.P.E. absorbed, rise as the walking dead have a paramilitary organization along functional lines.
within 2D4+4 minutes after expiration.
58
1. Chuck’s Coven Tricia Conyers: Commander, Weapons Troop. Former Na-
tional Guard artillery lieutenant.
Boss: Charles “Chuck” Montague, former captain and com- SheQuanDa Pickens: Administration. Veteran, former HR
manding officer, 46th Military Police Company (Heavy Secu- specialist at a large corporation.
rity), Michigan National Guard. He is a charismatic, direct, no- Samuel Bernstein: Intelligence. Former police investigator
nonsense soldier with plenty of counterinsurgency experience in and Army Reserve military intelligence officer. Current Death
the Middle East and Central Asia. He joined the coven soon after Priest.
Z-Day, bringing over many of his surviving police and military Isma’il Khan: Operations. Former police dispatcher and mili-
friends. Very soon after becoming a full-fledged Death Priest, he tary veteran.
took over the coven from its former “spiritual hippie” leader and Johnny “Mo Bettah” Moretta: Logistics. Military veteran and
immediately reorganized it along the lines of a military battalion former owner of a trucking company.
with five operational companies and a full and capable staff. Luisa Espinoza: Medical. Former medical-surgical nurse at a
Underbosses: small Detroit hospital.
Tyrone Johnson: Executive officer. Former police lieutenant Noam Levi: Civil affairs. Former lawyer and community ac-
and National Guard combat engineer, current Death Priest. tivist.
Samir Milad: Commander, Alpha Troop. Former police ser- Millicent Stajic: Communications. Military veteran and for-
geant and National Guard military police sergeant. Current Death mer telecommunications technician. Jozef’s sister.
Priest. Area of Operations: West and northwest Detroit suburbs out
Jozef Stajic: Commander, Bravo Troop. Former National to Wixom, Farmington Hills, and Livonia.
Guard military police sergeant and ROTC student. Current Death
Priest. Millicent’s brother. Headquarters: Livonia, Michigan.
Mackenzie Dawson: Commander, Charlie Troop. Former po- Notes: Chuck’s Coven is large and well-equipped with police
lice officer and Army Reserve truck driver. Current Death Priest. and military weapons, body armor, and lightly armored vehicles.
Barak Williams: Commander, Delta Troop. Former co-owner It is the most overtly aggressive and arguably the strongest cult in
of a local construction company and National Guard military Detroit, but its strength is starting to wane in the face of stiff Road
combat engineer. Current Death Priest. Reaper resistance. Chuck’s bid for supremacy is to head straight
up the I-75 corridor and link up with the two much more peace-
ful covens that seem to have secured Flint. With that strategic
crossroads and its additional territory, manpower, and resources,
Chuck’s Coven could then roll east to Port Huron to stymie the
northward expansion of the Calixto Coven (see below), or north
or west to Camp Grayling or Fort Custer Training Center in order
to acquire more National Guard equipment. However, the large
number of police and military veterans in his coven’s upper ranks
belies the fact that the vast majority of its members are civilians
who never fired a weapon prior to the Wave. With little room to
maneuver, Chuck’s Coven relies on straight-ahead assaults fea-
turing waves of zombies and mortar barrages, followed up by
increasingly less-motivated armed cultists.
2. Calixto Coven
Boss: Marvin “Calixto” McLennan is a former Army Reserve
civil affairs officer and record company publicist, who took the
name “Calixto” as more fitting and exotic for a religious leader.
He is one of two pre-Wave cultists in Detroit to retain command
of his enclave. His suave, polished, and professional veneer that
won him so many converts is beginning to crack under the strain
of running a wartime church in a post-apocalypse Earth. How-
ever, Calixto remains a highly motivated, highly skilled leader
who has the confidence and support of his subordinates. His co-
ven’s paramilitary organization is purposely masked by religious
labels in order to appear more peaceful and friendly than they
really are.
Underbosses:
Jackie Underwood: Co-Guru (second in command). Former
seminary dropout, paralegal, community activist, and lobbyist.
Current Death Priest. Popular among the cultists, but has poor
managerial skills and zero combat ability.
59
Nolan Paavo: Chief Brother, Adoration Council. Retired Navy To keep from tipping his hand and eliciting a Reaper response,
chief petty officer and former corporate executive. Current Death Calixto plans to infiltrate Goodison and Oxford with undercover
Priest. He is in charge of the Troy area and the newly “liberated” cultists who will open the gates late at night to enable swarms of
Rochester Hills. zombies to enter. He can then portray his coven’s occupation of
Mike Washington: Chief Brother, Benevolent Council. Army these areas as a “humanitarian operation.” Should this route be
veteran. Former police officer. Current Death Priest. He is in blocked, he will simply shift eastwards and try the road north
charge of the Sterling Heights area. through Imlay City. However, failure of his Plan B will cause him
Raequanda Jefferson: Chief Sister, Charity Council. Former to resort to naked aggression. His coven is well-supplied with
Air Force communications officer and information technology vehicles, small arms, radios, and light (mostly home-made) body
entrepreneur. Current Death Priest. She is in charge of the St. armor. Calixto’s zombies wear an orange X on their shirts in or-
Clair Shores – Mount Clemens area, including what’s left of Sel- der to tell them apart from the walking dead that are uncontrolled
fridge Air National Guard Base. or that belong to another coven.
Sarah Levin: Chief Sister, Devotion Council. Former stay-at-
home mom and grandmotherly socialite. Current Death Priest.
No combat ability, but excellent managerial and people skills.
3. Maxie’s Circle
She is in charge of the Warren area and also handles the coven’s Boss: Maxine “Maxie” Fulani, a former “hacktivist” and col-
bookkeeping and human resources. lege professor, perpetual student, current Death Priest and life-
Candace Lester: Chief Sister, Education Council. Former pub- long member of the Cult of Brulyx. She has a PhD in computer
lic school assistant principal. She heads the coven’s training and science and telecommunications, with a Master’s degree in psy-
education programs. chology. She is the only other pre-Wave enclave leader in the De-
Brian Ajami: Chief Brother, Fellowship Council. Claims to troit area to retain command of her coven. Maxine is disarmingly
be a veteran, but dropped out of Air Force basic training after charming and far more subtle and patient than the other Detroit
three days. Former political activist and car salesman. Current area coven leaders. She personally runs the Detroit seminary for
Death Priest. He heads the internal security division of the coven, Death Priests, a position she uses to maintain good relations with
including Calixto’s squad of bodyguards. the other covens. Brilliant and manipulative, Maxine sees others
Mark Cupertino: Special Assistant, Leadership Council. For- as puzzles for her to solve and bend to her will, if for no other
mer Army chief warrant officer who taught weapons and tactics reason than to prove – quietly and to herself – that she is cleverer
at both Camp Grayling and Fort Custer. Not a Death Priest, he and better than they.
nevertheless believes fully in cult’s world view and wholeheart- Underbosses:
edly uses his wealth of combat expertise to train and advise the Amin Fulani: Second in command. Amin is Maxine’s cousin,
coven in military matters. best friend, and lover. A military veteran, former entrepreneur
Sylvia Lewandoski: Chief Sister, Outreach Council. Navy in- and self-made millionaire, he is almost as smart and only half
telligence veteran and former undercover police officer. Current as wicked as Maxine. He truly believes that the Cult of Brulyx
Death Priest. She heads the coven’s intelligence, propaganda, and offers the only route to world peace, even if it has to kill some
proselytization efforts, including an AM radio station. people to do it. Amin governs the coven’s territory, while Maxine
Zachary Z. Zobel III (aka “Z3”): Supply Council. Former rich remains the spiritual head and quietly pulls his strings to maintain
playboy, perpetual college student, and part-time assistant vice the fiction of “separation of church and state.”
president of his father’s wholesale goods conglomerate, Z-Mart. George Gemayel: Head of the business district. He is an en-
Current Mock Zombie. Charming and surprisingly efficient, he ergetic, middle-aged former millionaire, having owned his own
handles the coven’s logistics. restaurant chain. His district has a factory to mass-produce body
Maria De Los Santos: Special Assistant, Technical Section. armor, an ammunition repacking plant, and a food processing fa-
Former district manager of a nationwide electronics chain. Mas- cility.
ter’s degree in computer science and business. She manages the Lenora Habash: Head of the industrial district. She is a spry,
coven’s computer support and electronics repair shop. old widow with an M.S. in mechanical engineering and a minor
Area of Operations: Suburbs north of Detroit and east of in business. Her district has a major auto and truck repair and
I-75, including Warren, Sterling Heights, and (most recently) modification facility. Her current main project is to re-start a re-
Rochester Hills. cycling plant.
Gabriel Rizqullah: Head of the waterfront district. This young
Headquarters: Recently moved to the Detroit Arsenal Army man is an avid boater and a former manager of one of George
Base, more commonly known as the Warren Tank Plant, War- Gemayel’s restaurants. His district has a mid-sized laker (cargo
ren, Michigan. ship) and a small fleet of fishing boats. He facilitates transporta-
Notes: This group is the second-strongest and is jockeying tion to the Windsor side of the river as well as trade with other
hard for first place. Calixto and “Chuck” Montague (see above), communities on the Great Lakes.
are in competition to be the one to link up with the two much more Gus Schram: Chief of administration. He is a former assistant
peaceful covens that seem to have secured Flint. Calixto’s plan to the Detroit City Council. He has a B.A. in public administra-
is to outflank the Reaper strongholds in Waterford and Brighton tion. He handles the bookkeeping and human resources.
by heading north to Lapeer and then west. Unfortunately, one of Pieter Nieuwenbroek: Chief of security and human intel-
the two main roads north runs through Goodison and the Oxford ligence. He is a middle-aged, former Army human intelligence
Safe Haven; the other runs through Romeo, Almont and Imlay sergeant, police detective, and security contractor. He handles the
City – all five towns being well-fortified. physical security of the coven’s leaders and vital facilities, vets
60
the coven’s rank and file, and trains and runs the coven’s under- expand the cell phone network. Her Death Priests and zombies
cover agents and saboteurs. He is married to Beatrice. bear the mark of a yellow circle. Her territory flies the flag of
Beatrice Nieuwenbroek: Chief of communications and signals the United Nations “as a symbol of global unity with survivors
intelligence. She is a middle-aged former Army signals intelli- everywhere.”
gence sergeant and defense contractor. She runs the coven’s radio
listening post, promptly sharing with other covens any informa-
tion about Road Reaper activities, and operates the short-wave
Other Notable People
radio that the coven uses for long-range communications (encod- in the Detroit Area
ed when talking to other covens). She also maintains a cellular 1. Amanda Vick: Former police officer and private detective.
base control station and four towers, permitting cell phone and Native of Goodison. Currently a member of the Lake Orion Safe
smartphone internet use within 25 miles (40 km) of the Detroit/ Haven militia and entrusted with “special” tasks. Excellent shot.
Windsor area – but only for registered users. Maxine’s Circle
2. Angelina Pacheco: Former owner of a pawnshop, a junk-
gave registered devices to the other covens, secretly giving Bea-
yard, and an auto repair shop. She ran the second-biggest fenc-
trice’s team full back-door access to all their data. She is married
ing operation in southeast Michigan and is a niece of a notorious
to Pieter.
pre-Wave criminal. Angelina handles bulk orders of trade goods.
Claude McNamara: Chief of public works. He is a former
3. Bruce Wrobel: Mayor of Goodison. Bruce used his po-
project manager of a mid-sized local construction company. He
sition as a logistics officer in the National Guard to buy huge
oversees the sewage, water, electricity, transportation and urban
amounts of building supplies from the company he owned; when
renewal projects for the coven’s territory. His crew keeps busy
the dead rose, his corruption seemed like genius because he was
demolishing unsafe buildings and stripping them of useful mate-
able to ring Goodison with Hesco barriers and steel gates. Bruce
rials (wiring, plumbing, bricks, etc.). His main project currently
is willing to wheel and deal with anyone, which has made Goodi-
is to secure a steady supply of chlorine to purify the municipal
son a favorite location for buying and selling goods of question-
water system.
able origin. Goodison retained its excellent veterinary and dental
Eric Cappotoccio: Deputy Chief Seminarian. He is a former
clinics, so it is the best medical facility north of Detroit. Bruce
university professor of Eastern philosophy. A highly skilled mar-
keeps Goodison out of the Road Reaper vs Death Priest conflict
tial artist, this Death Priest is second in command of the coven’s
as “war is only good for business when it’s other people fighting.”
evil seminary, a school that teaches both normal elementary and
high school students as well as aspiring Death Priests. The curric- 4. Christopher and Eloise Hube: Unofficial leaders of Ro-
ulum for both is rigorous, militant and survivalist in nature, pro- meo. They are good family people, history buffs, and military
viding graduates with Athletics (general), Hand to Hand: Basic, veterans. Former members of the MIVDF, they organized their
Wilderness Survival, and W.P. Rifle in addition to the skills nor- farming community’s defenses immediately after Z-Day, setting
mally associated with their respective O.C.C.s. The seminary has up a perimeter ditch with a turf-and-timber rampart. As an addi-
five full-fledged Death Priests and about 30 aspirants. Eric over- tional defense against zombie hordes, a barn outside their perim-
sees proselytization and the coven’s radio station that broadcasts eter has been set up as a trap, with the inside dug out to a depth of
pleasant music, news, and talk shows in both AM and shortwave. ten feet, several 55-gallon (208 liter) drums full of an improvised
Joachim Mengele: Chief of Public Health. He is a fully-cer- explosive, and a noisemaker lure. They refuse to trade with Death
tified medical-surgical doctor and a Death Priest. He runs the Priests, but have good relations with the Retro Savages in Imlay
medical clinic with a staff of a paramedic, two nurses, and an am- City, Reapers, and the Lake Orion Safe Haven.
bulance driver. Torture is his hobby, so he helps Pieter Nieuwen- 5. Claudia “Big” Byrd: Retro Savage leader of Orion Town-
broek interrogate those who are particularly stubborn. His clinic ship. Claudia is a heavyset college graduate with a degree in agri-
is well-equipped, but short of pharmaceuticals. His goal is to find culture and a minor in history. Her group is moderate, meaning it
a way to manufacture at least the basics (vaccines, antibiotics, doesn’t sacrifice people to zombies and is open to trade with other
and anesthetics). communities. However, it wants no part in the Road Reaper vs
Death Priest conflict, accepts no refugees, and eschews such tech-
Area of Operations: Downtown and central Detroit.
nologies as internal combustion engines, electricity, and modern
Headquarters: Renaissance Center, Detroit, Michigan. medicine. Orion Township is protected by a ditch and a turf-and-
Notes: Maxine’s coven is well-organized, well-equipped, and timber rampart.
well-supplied. Her area is the best governed of all the Metro De- 6. Florence “FloJo” Johnson: Unofficial Deputy Mayor of
troit covens: Running water (non-potable), sewage, trash remov- the Lake Orion Safe Haven (which includes Oxford). She is the
al, and limited electricity have been restored to all her coven’s widow of the Mayor of Detroit and was a full partner in his slea-
inhabited buildings; the streets are clear of debris; children go to zy politics, but did not see his betrayal coming. FloJo has since
school; and a decent medical clinic is open. Her coven operates a turned over a new leaf and now uses her formidable political and
pleasant radio station that broadcasts on both AM and shortwave. managerial talents to help the Lake Orion Safe Haven. Her prin-
Maxine often “lends” Death Priests, zombies, and armored trucks ciples are above reproach: No refugee is turned away, everyone
to other covens in exchange for resources and/or favors, which works, and everyone eats. Though committed to being “good,”
greatly ingratiates them to her. Florence can and will send select people outside of the safe area
With her diplomatic talents, economic resources, and informa- to perform “special” tasks that ensure the security and freedom
tion dominance, Maxine’s plan is to ensure that the most pliant of her community. She understands better than most the greater
coven ends up on top, assuring her place as both the king-maker implications of the Road Reaper vs Death Priest conflict and pro-
and the power behind the throne. Her current pet project is to vides low-key support to the Road Reapers. The safe haven is
61
encircled by chain link fencing, which the residents keep busy fence topped with barbed wire, with log roadblocks at each en-
reinforcing with sandbags. trance.
7. Frank Jacobsen: Former drug runner and truck driver. 15. Naomi and Patrick Folkes: Survivors and retirees, unof-
Currently a scrounger and an agent for Calixto’s Coven. He has ficial leaders of Iron Mountain, Michigan. Patrick is a veteran
been sent to Goodison to betray it. and former electrician; Naomi was a community leader and knew
8. Georgi Paulsen: Scrounger and former pizza delivery per- everyone in all the social circles of Michigan’s Upper Peninsula.
son and drug dealer. Currently a member of the Lake Orion Safe Iron Mountain is a safe haven community that is blessedly free
Haven militia and entrusted with “special” tasks. He has quick of immediate threats, but that may be its downfall. So many refu-
reflexes and contacts throughout southeast Michigan. gees have arrived that the whole county is almost devoid of game
9. Harold Woodson: Former drug runner. Harold still has to hunt; many fear that there will not be enough food to last past
contacts throughout Michigan, Toledo, and Windsor. You want mid-winter.
pharmaceuticals or specialty items? Harold can (usually) get it... 16. Robert Masters: Military veteran and former hit man.
for a price. With three other bandits, Robert occupies a former MIVDF
10. Jack “the Jackal” Els: Leader of the largest and most no- roadblock on an overpass in the far suburbs of Detroit. A highly
torious band of raiders in southeast Michigan, burning and loot- skilled sniper and Zombie Master, Robert extorts passers-by for
ing farming communities from Bay City to Marysville. He revels “tolls,” but keeps his area mostly free of unwanted zombies.
in and encourages the worst kinds of depravity and atrocities. He 17. Thaddeus Jachym Wrona: Former undercover DPD of-
uses an open-top semi-truck trailer as a gladiator pit, parking two ficer. Currently a member of the Lake Orion Safe Haven militia
other semi-trucks beside it so his marauders can watch. When he and entrusted with “special” tasks. His wife died due to compli-
sacks a town, he puts the survivors in it and tells them that which- cations of childbirth soon after Z-Day. He is a jack of all trades.
ever one of them kills the others will be allowed to live. Often he 18. Torvald Gudmundsson: Reaper leader, southeast Michi-
will lock opaque face masks on the survivors and put a zombie gan. Torvald, a former Marine officer and lifelong biker, is leg-
in with them to make things interesting. When he feels like it, he endary for his ability to motivate, organize, and energize people.
actually does let the last one standing live and join his group. Be- He is a veteran of three foreign wars and authored books on
fore the Wave, he was a lead guitarist for a local hard rock band infantry tactics and counterinsurgency. He is fearless and leads
and is fond of playing a monster solo while his captives die. He from the front, making victories happen seemingly regardless of
was last noted in Lapeer. the odds. He is currently in Waterford, opposing Chuck’s Coven.
11. Jill Clinton: Death Priestess, northern Flint. Jill was a 19. Victor Gonsalves: Death Priest, southern Flint. Victor
bright high school student but a college drop-out. She was a tal- was a garbage collector who always thought he could do more
ented stand-up comedienne and singer until she and her boyfriend with his life. He is another pre-Wave member of the Cult of Bru-
overdosed on heroin. He died, she didn’t. Ravaged by survivor’s lyx, and also remains true to its doctrine of no overt violence.
guilt, she embraced death worship, a Goth lifestyle, and witch- Violeta, his wife of 20 years, is the only other Death Priest in his
craft. She was a pre-Wave member of the Cult of Brulyx and re- coven. Their three sons are exceptionally well-fed, Giant Flesh-
mains true to its doctrine of no overt violence. She has two lesser Eating Zombies.
Death Priests in her coven.
12. The Madman of Richmond (name unknown): This old
man is a psychopath who seems to have killed or driven off every-
The Detroit Legacy
one in his small town of Richmond, Michigan (not to be confused What’s left of Detroit is an inner city no-man’s land crawl-
with Richmond, Virginia). He apparently is a military veteran, as ing with zombies. Since the Metro-Detroit area is the epitome
he has done a professional job blocking off every road into town. of urban sprawl, with one city seamlessly merging into the next,
He mostly hangs out in a three-story house that appears to have the zombies have spread out to where the people are. That means
been recently reinforced with cinder blocks, rammed earth, and swarms slowly moving out into the more rural areas, while other
metal shutters. He shoots at anyone within range of his .308 rifle zombies remain in the cities waiting for survivors to scurry out of
and never seems to sleep, miss, or run out of ammunition. Piles of their hiding places.
dead zombies and people mark the edges of his turf. The one danger that still lingers, and could become a terrible
13. Marcia Dupre: Mayor of New Baltimore. A strong-willed weapon of any cult that manages to seize control of it, is the es-
woman with a PhD in law, Marcia was a career small-town poli- timated two million zombies currently trapped inside the Detroit
tician who led the citizens of her town in the fight to rid it of Salt Mine near the waterfront. It would take a lot of work to clear
zombies and erect some kind of protective barrier. Successful but the shaft of debris and rebuild the elevator, but the potential pay-
exhausted, the residents of New Baltimore are now desperate for off would be a swarm of two million zombies that nobody could
additional manpower, weapons, ammunition, food, and construc- stand against.
tion materials. Recently, a cargo ship with trade goods was recov-
ered and docked at the town’s only large pier. Marcia is willing to
barter with anyone to get what her town needs.
14. Maurice Wilkins: Retro Savage leader of Imlay City.
Maurice grew up running his family’s cider mill. His group does
condemn “troublemakers” to be eaten by zombies, but sometimes
trades with other communities, especially for diesel fuel. They
operate tractors and electric generators, but shun any electronic
device invented after 1950. Imlay City is encircled by chain link
62
I am Legion, Episode II
An Adventure and Official Source Material for Splicers®
Concept developed by Chris “Slappy” Kluge and Charles “Chuck” Walton II
Written by Chris Kluge
Illustrated by Charles Walton
Note: For Part I, see The Rifter® #71-72 Special Double Issue, page 86.
Returning Home
When the player characters finally do make it back to House ga-Damage silk robes adorning their Host Armor, and the high-
Artemis, the sentry guards at the entrance tell the group that War- frequency swords slung at their hips, the two guards look similar
lord Artemis and the Senate have already assembled and are wait- to the samurai warriors of old, despite the monstrous appearance
ing for them. They tell the players that a pair of Royal Guards of their armor beneath. Only the best among the Dreadguard are
have been dispatched to escort them to the meeting and that the ever offered a position within the Royal Guard, and the reverence
players should wait at the gate for them to arrive. Within min- felt for these distinguished warriors is apparent as the noisy sea of
utes, the group spots two distinctively dressed warriors making Splicers within this busy passageway quickly falls silent and parts
their way through the crowded corridor. With the crimson Me- to let them through. This was likely the purpose of the escort. It
63
was not like Warlord Artemis worried the player characters would savior. She is not the answer to our prayers, but the harbinger of
dawdle or get lost along the way. He knew that having his Royal this planet’s doom. We are the strongest Great House within this
Guards leading them through the densely packed hallways would Area of Influence, and it is our duty to defuse this threat before
help expedite their journey. Time is of the essence and Warlord Legion becomes unstoppable.
Artemis is anxious to hear their findings. “Judging from your report, the speed and precision with which
As the player characters make their way towards Warlord Arte- Legion’s forces fell upon your assault teams suggests that she
mis’ personal chambers, the rough stone walls common through- knew of your presence long before you struck, yet she allowed
out the underground haven become smoother and more polished. the attack to proceed anyway. She wanted to deliver a message,
The utilitarian support columns found in other areas are slowly and not to insult the talents of your team, but I believe you were
replaced by more polished and refined stone pillars until they too allowed to escape so that you could deliver it. She wanted to tell
are replaced by dozens of chiseled statues immortalizing House us that she can neutralize our most powerful weapon, but what she
Artemis’ greatest heroes. The walls in between these statues are doesn’t know is that it’s not our only weapon.”
decorated with dozens of beautifully woven silk tapestries depict- He pauses momentarily to let the gravity of his suggestion sink
ing some of House Artemis’ most renowned victories over the in. One of the Senators then interjects, “My Lord, you can’t mean
Machine as well as those over rival Great Houses. This chamber the Shell. I thought it was meant only for the most desperate of
is where Warlord Artemis entertains dignitaries from other Great circumstances.”
Houses, and it was built to be a demonstration of House Artemis’ “I would say this qualifies,” Artemis calmly replies. “But it’s
affluence and military might. not like the Kamikazes. It has no failsafe against organic targets. If
Warlord Artemis’ chamber is sealed by a pair of twenty foot House Janus or worse yet, House Shiva got their hands on the ge-
tall, polished oak doors, but the Royal Guards’ powerful suits of netic code, it would be a greater threat to our security than Legion
Host Armor allow them to push these heavy doors open with ease. and N.E.X.U.S. combined.”
As the group enters the chamber, they see a heated discussion al- Warlord Artemis once again raised his hand and quickly si-
ready taking place. The guards motion the group to remain in the lenced the discussion before any other Senators could inject their
doorway until they are addressed. Warlord Artemis the Fourth is opinions. He then continued on, “The risk is great, but you under-
sitting at the far end of a massive table that is large enough to seat estimate the danger posed by Legion. N.E.X.U.S. has billions of
thirty. Seated around this table is the entire Senate, twenty of the robots at her disposal and yet she can’t stop Legion. She can’t even
most heroic Dreadguards within House Artemis. These legendry slow her down. If the Deluvane Splicers were correct, the Factory
warriors have served their House with distinction for decades and Walker is the key. The Shell has the power to take it down, but
now they are Warlord Artemis’ most trusted advisors. They are more importantly, its small size will let our people sneak it through
arguing ferociously about how to handle the current crisis as War- the Walker’s defenses. We just need to activate the Shell’s timer,
lord Artemis looks on intently. As the group waits to give their place it in the path of the Factory Walker, and let Legion casually
report, they glance around the chamber. The room itself is circular stroll over it. The blast should rip the Walker to shreds. Perhaps we
with polished marble walls and a high, domed ceiling. The walls should use two just to be sure.”
are covered with more of the same silk tapestries and marble stat- He then addresses the player characters directly. “That is where
ues that lined the hallway leading in. The chamber is basically you come in. You did great work out there. You not only provided
empty except for the finely crafted table sitting in the center of the us with invaluable intel, but you went toe-to-toe with Legion’s
room and the twenty Royal Guards standing motionless along the forces and survived. That pretty much makes you the resident ex-
walls. The room is well lit by dozens of organic glow cells, but perts. I need you to serve your House in this difficult hour. I need
the way they are arranged casts a series of shadows that adds to you to place these bombs in Legion’s path.”
the ominous and intimidating feeling of the room. Warlord Arte- Artemis then turns his attention back to the Senate, “Assign
mis allowed the discussion to continue for a few minutes after the two of your best Sweepers to their team to handle the Shells, and
players arrived, but he eventually raises a single hand to silence the send Drake Benton as well. His Archangel stealth fighter skills
room. He then quietly asks the player group to come in and recount have always been impressive. We need to keep the team small and
what they saw. low-profile or else risk repeating Deluvane’s mistakes, but I also
Within seconds of the group detailing the disastrous assault and want some firepower on this mission. “Senator Bane, escort them
their lucky escape, the room once again erupts in debate. Half of to the armory and make sure they get everything they need. I want
the Senate is pushing for House Artemis to mobilize all their forces them fully briefed and fully equipped within the hour. Time is of
and meet the enemy head on while the rest want to hunker down, the essence, and I want them mobile the second that Deliveryman
reinforce the underground haven’s defenses, and hope Legion and reports back on Legion’s position. That’s it. Dismissed.”
N.E.X.U.S. destroy each other. Each side sees the player charac- With that, the Senators quickly pour out of the room to make
ters’ findings as further proof that their original strategy is still the preparations as Warlord Artemis and his retinue retires to his per-
best plan of attack. Warlord Artemis, however, realizes there may sonal quarters, leaving the player characters alone with the grizzled
be another way. With a wave of his hand, Warlord Artemis once war hero, Senator Bane. Even in his late fifties, the Senator still
again silences the room. He then stands up from his chair and ad- strikes quite an imposing figure. His six foot, three (1.9 m) frame
dresses the Senate. is still heavily muscled, despite his advanced age. His weathered
“While discretion has forced us to live underground, it is only face bears the scars from a lifetime of military service, including
through the strength of our military and merciful luck that we, hu- a vicious looking slash that runs down the entire left side of his
manity, continues to survive. Burying our heads in the sand and face and across his throat. How he survived such a wound is a
hoping for this storm to pass would be folly, as would throwing mystery, but it left him with a voice that sounds like he’s gargling
our entire army against an enemy we do not understand. But we gravel. Perhaps this is the reason he rarely speaks, but the perpetu-
must act, and we must act now. Make no mistake, Legion is no... ally stern look on his face makes it seem unlikely he was ever the
64
chatty type. He is wearing the same elaborate white and red silk (1.2 m) tall barricade walls composed of solid resin. They are set
robes worn by the rest of the Senate, but for some reason he just two or three wide in a staggered configuration so that there are no
looks out of place in them. He looks just as pristine and regal as his direct paths through all the barricades. It is a pretty ingenious de-
fellow Senators, but he looks more like a front-line soldier playing sign. It prevents large invaders like tanks from rolling through the
dress up than a professional politician. corridor, plus it provides plenty of cover for defenders and gives
Senator Bane gives each player character a quick look up and them the high ground advantage. As the group weaves through this
down with an almost disgusted look on his face, then turns and obstacle course of defensive walls, the player characters notice that
starts walking out. If it were not for the uncomfortable silence, each barricade has a large white number painted on the back of
the player group might have missed the raspy “let’s go” coming it. If they ask Senator Bane about the numbers he will gruffly re-
from Senator Bane as he quickly walked away. He leads the group spond, “Don’t worry about it. We don’t exactly let everyone down
through the twisting tunnels of House Artemis to the armory with- here. Just consider it an honor and keep your mouths shut.”
out saying another word. As soon as Senator Bane enters the ar- The group proceeds through another half dozen sentry stations
mory, the dozen or so Splicers in the waiting area and the clerk and three more barricade-filled hallways before arriving in a small
standing behind the long stone counter immediately springs to meeting room. The room itself is a rather unremarkable stone
attention. It is not often that anyone from the Senate strolls into chamber. There is one wooden door on each end of the room, a
the armory unannounced, so it is unclear if the look of terror on large wooden table in the center, and dozens of intricately hand
the clerk’s face would have been caused by any Senator or if it is drawn maps covering the coarse rock walls. Sitting around the
specifically due to Senator Bane. As Bane starts hissing orders at table are the three other people that have been assigned to this mis-
the clerk, the player characters watch the other armory attendants sion. They snap to attention as soon as Senator Bane enters the
busily going about their business. The unique nature of Bio-Tech- room. He does a quick round of introductions between the three
nology means its care and storage is also somewhat unique. Like and the player characters before proceeding with the briefing.
a standard high-tech armory, all the weapons and equipment are “Let me introduce you to the rest of your team. This is Senior
neatly filed away on a series of hundreds of shelves. The difference Sweeper Shauna Davies and Senior Sweeper Anderson Long.
is that all of these shelves are submerged within an enormous pool Both have nearly a decade of distinguished service in the field.
of nutrient-rich fluid that keeps these weapons alive. The thick They’ll be the ones transporting the bombs. There’s no one else in
pink liquid is clear enough to allow the players to see the armory the Sweeper Corps that I would trust more with this responsibility.
attendants in their Proto-Host Armor shuttling weapons and suits Both are fully trained on the Shell Tactical Omega Cell, but we’re
of Living Armor to and from their designated storage areas. This going to train all of you on how to detonate them as well, in case
is one of the main armories for House Artemis so it is absolutely they both go down.” Senator Bane does not even pause for a sec-
enormous. Even the somewhat low ceilings in this simple stone ond to let the group digest the apparent fact that he knows casual-
chamber cannot hide the massive size of the cavern. ties on this mission will be high. He simply continues on with the
Another attendant comes out of an innocuous door in the cor- introductions. “This is Drake Benton, a former Dreadguard with
ner of the waiting area carrying a large tray filled with Chig hand over twenty years of experience. Now, he’s serving House Artemis
grenades. The players can see that the room he came from is filled as one of our Elite Archangel Test Pilots in the new “Angel Core”
with garbage and other waste material with thousands of organic Program. Apparently, his new rank as a test pilot means he’s not
explosives crawling all across this rotten pile. The Chigs, Migs, in charge of this mission, but he’s seen more action then all of you
and Squigs are not only powerful weapons of war, but they also knuckle-draggers combined so I would listen to him.”
help keep the underground haven livable by disposing of waste
Senator Bane then introduces the player characters. He has ap-
produced by the human population.
parently been through their service records and knows quite a bit
The player characters turn their attention back to Senator Bane
about them. They are surprised to hear that he is equally as com-
so they can hear the specifics of what “everything they need” truly
plimentary of each player as he was when introducing the other
means. Bane informs the clerk that he wants the player characters
three soldiers. The player characters never met Senator Bane be-
traveling light but heavy. In addition to their regular armaments, he
fore today. They heard many stories about him from their fellow
authorizes one heavy weapon of choice, one sidearm of choice, six
warriors, nearly all of which were quite positive. At first they did
Chig grenades, six Bug Bombs, six Squig detonators, two Migs,
not understand why this cantankerous, old warhorse was still con-
two Booster Patches, and two Slap Patches for each player. Sena-
sidered such a beloved figure in House Artemis, but now they are
tor Bane then turns back to the players and asks if they are going to
beginning to understand.
need a trip to the War Mount Corral as well. He tells the group that
once Legion is located, the player characters will be delivered by The Senator was about to begin the briefing when a man in
Dracos air drop to just outside of the combat zone, so transporta- Proto-Host Armor walks in through the opposite door carrying
tion will not be an issue, but if they want the extra firepower, it is what looks like two oversized clam shells. The surface of each is
authorized. quite rough with multiple ridges of sharp spikes running along the
Once the group is fully equipped, Senator Bane leads them top and bottom shell. Both he and his cargo are soaking wet and
down a series of long, narrow corridors deep into the heart of the dripping pink nutrient fluid all over the floor. Apparently, there is
underground haven. The player characters recognize that they are another armory on the other side of the door. This must be where
heading towards the Engineering Chambers. This area is restricted House Artemis stores their top-secret munitions like the Shell Tac-
to all but the most senior members of the military, so it is one of tical Omega Cell. The man sets the two bombs on the table and
the most heavily fortified locations in House Artemis. Once they then stands at attention.
get past a series of sentry stations, they are surprised to see that the The player characters see the hint of a smile on the Senator’s
hallway leading towards the Engineers actually slopes upward. The face as he addresses him, “Ah, perfect timing. Thank you, son.
hallway is filled with hundreds of five foot (1.5 m) wide, four foot Please bring in the trainer as well.” The armory attendant then
65
starts walking back out the same door as Senator Bane motions for parent orb sitting in the center of the right half. The surface of the
the rest of the group to gather around the table. orb is covered in a spiderweb of thin black veins, and within it is a
“This is the Shell Tactical Omega Cell. Four kiloton yield. black golf ball sized core suspended in a clear jelly that sparkles in
Against heavily armored targets the effective blast radius is con- the light. It almost looks like a giant frog egg except for the dozen
sidered 1,000 feet (305 m), but it will kill any soft target within a or so large, organic fibers that connect it to nearly every corner of
2,000 foot (609.6 m) radius. However, maximum destructive po- the interior. Some of these cords have been cut to allow the Shell
tential is within 200 feet (61 m), so you’re going to need to get to be opened, but most are still intact.
these up close and personal with the Factory Walker. You will As if sensing the player’s interest in the object, Sweeper Davies
literally be holding a Kamikaze Cruise Missile in your hands. Our points at the orb and says, “This is the heart of the Shell Bomb.
Librarians figured out how to take the same explosive charge used This is the Omega Cell. Everything else in there is just meant to
in the Kamikaze and shrink it down to this. It’s one of the most keep the cell alive, protected, and most importantly, stable.
powerful weapons in our arsenal, and one of the biggest mistakes “A stable Omega Cell can survive all kinds of trauma without
we’ve ever made. When House Shiva first crawled out of the scum exploding, but once it’s destabilized, even the slightest bump can
to threaten the Resistance, our Librarians developed the Shell so set it off. The good news is that the Shell was designed to make
we could wipe out their Great House in one fell swoop. Those it very hard for the cell to detonate. Well, I suppose that’s part of
damn freaks thought they were so smart, but they were too smart the bad news too. The triggering mechanism is pretty tricky. If you
for their own good. Kamikazes may be big, dumb, and crazy, but don’t activate it just right, the cell dies and the bomb is useless.
they never attack living targets; only the Machine. Those brainiacs It’s a safety feature to prevent thieves from accidentally figuring
decided to remove the safeties so we could use it against House out how to set it off. Even if they escape with their prize, they’ll
Shiva, but they seemed to forget that House Shiva had Librarians most likely ruin it trying to use it.” “Gentlemen, let’s focus more
too. No plan ever goes perfect and if the attack failed, we’d have on not losing them in the first place,” Senator Bane interjected an-
given the Shivs all they’d need to make thousands of these damn grily. “Of course, sir,” Davies sheepishly replied. “I was just trying
things. At least the Senate was smart enough to call off the attack, to emphasize the importance of following the triggering sequence
but they should have scrapped them all. Warlord Artemis the Third correctly.”
decided to hold onto a handful of them in case of an emergency. “Just get on with it, Davies,” he snorts back. It appears that
Made me sick when I first learned about them. This planet is dead- Senator Bane’s patience is quickly reaching its limits. “Yes, sir.
ly enough without these things on it. It was a mistake to keep them Right. Um, first of all, as you can see on the living Shells, that the
then and it’s a mistake now. Even worse, now we’re going to let two halves are sealed shut by a thick band of muscle. This seal
them loose on the world. actually needs to be sliced open before you can begin. There is no
“I want to make it perfectly clear to each and every one of you other way to open it. This will allow you to access the interior, but
the awesome responsibility we just put in your hands. These must do not spread the clamshell open like I’ve done with this one. The
not fall into the hands of ANYONE. If capture seems inevitable, Shell can only be opened about eight to ten inches, but I would
it’s your duty to protect your House and humanity by destroying keep it to about six just to be sure. Any more than that, and you risk
these things, even if it means you go with them. The Warlord is ripping these two ligaments at the base of the clamshell. It’s one of
right; there are a lot worse threats out there than the Machine. Le- the safety mechanisms designed to ruin the bomb if any unauthor-
gion may be one of them, but I think he’s underestimating just how ized people try fumbling around with it. It’s not a problem for our
dangerous House Shiva truly is. I don’t want to spend the rest of Shellback Armor, but you’re going to need to feel around in there
my days worrying about some psycho sneaking one of these into blind. We’ll practice with this one to get everyone comfortable
my home. I’ve got enough to be concerned about.” Senator Bane is with knowing what’s safe to touch and what’s not.
briefly interrupted as the armory attendant comes back in carrying “The bomb has a sort of built-in timer. To activate it, you need
another Shell Bomb, only this one looks like it has been soaking to sever at least one of the three main arteries that feed the Ome-
in formaldehyde or some other preservative agent. He sets it down ga Cell. As you can see, these three vessels are much larger than
in front of the Senator and then stands at attention until dismissed. the ones around it. The other ones are more safeties. You cut any
Senator Bane then continues with the briefing. “All right, as you of those and the bomb dies, but if you cut any of the large ones
can see, this one’s dead. No chance of detonation. The Shell can then the cell is destabilized. Think of the three arteries as a vari-
be pretty tricky to set off, so we’ll bring you up to speed with this able timer. If you cut one, you have about three to eight minutes
one. You’re up Davies.” (1D6+2 minutes) before the bomb explodes. If you cut two, you
Sweeper Shauna Davies springs to attention and then walks only have about one to two minutes (2D4+2 melee rounds) before
over to where the Senator was standing using what can best be de- detonation. In the alternative, you can cut all three, which instantly
scribed as a march. It is unclear if she is trying to show off her best destabilizes the Omega Cell, but it won’t detonate it. You’ll need
military discipline for the Senator or if she is always this stuffy to set it off by some secondary means, like a remote detonator or
and serious. She is actually an incredibly attractive woman, but she even a gunshot. However, it’s extremely volatile in this state. Even
looks like she is trying to downplay her beauty. Her uniform is also a slight shake of your hand as you pull back out of the bomb could
somewhat bulkier than usual. She likely wears it in attempt to hide trigger it prematurely (01-12% chance of instant detonation when
her figure, but it is not doing a very good job. all three are cut). Let’s just say, I don’t recommend using it this
She pulls the two halves of the Shell open and spreads it out way.”
across the table. The interior looks pretty similar to a giant clam as “Thank you Davies,” Senator Bane abruptly says. It does not
well. It is just a mess of muscle tissue, thick tendons and ligaments, look like he cares if Sweeper Davies was finished or not. “All right,
and organs. It all has a sickly pale color from the formaldehyde, I want each of you to familiarize yourselves with the Shell. You’re
but it does not look that different from a normal animal. The only going to have to work by feel alone, so close it up, get your hands
object that seems alien and out of place is the softball-sized trans- dirty, and practice. I don’t know how long we have before we
66
get the report on Legion’s position, so practice for the next eight expect when Drake Benton was assigned to the mission, but they
hours. If we don’t hear anything by then, hit the barracks down the suddenly are feeling somewhat uneasy with the idea of working in
hall and get some rest. It’ll probably be the last shut-eye you catch close proximity to this experimental, special ops monster.
for a while. Long, Davies, I expect you to make them experts with Once the team is fully equipped, the Royal Guard leads them
those things. There’s not much more you need from me, so I need through the halls of House Artemis to the nearby Launch Bay. This
to return to my duties.” entrance connects to a maze of abandoned sewer tunnels that are
“Let me remind you that the fate of House Artemis lies in your large enough to accommodate the massive wingspan of the Dracos
hands in more ways than you can imagine. You were all selected War Mounts. It is primarily used by Archangels and Flying War
for this mission for a reason. Show us that we made the right call. Mounts because most of the tunnel exits open up over a fifty foot
Good luck and Godspeed.” (15.2 m) cliff overlooking the Great Ocean. There are smaller tun-
The players do get a full eight hours of training with the Shell nels that exit directly into the ocean, but none of these are large
Bomb before retiring to the barracks. This gives each player the enough to accommodate a large War Mount.
skill of Detonate Shell Bomb at 55% plus any I.Q. bonuses. A The Launch Bay was not that much larger than the other en-
failed roll means the bomb dies and becomes useless. Both Sweep- tranceways to House Artemis, but the high-domed ceiling made it
ers already have this skill at 98% which definitely makes them the feel enormous. What also makes it feel so large is the fact that the
best ones for the job, so the player characters should try to keep Senate cleared the entire area of all personnel not directly linked to
them safe. this mission. These entranceways are usually cluttered with over
The barracks area is another unremarkable room carved di- a hundred armored soldiers at all times, and to see it nearly empty
rectly into the bedrock. The room is filled with dozens of small is somewhat eerie.
bunks stacked two high and a small bathroom through a door in the Since this staging area caters mainly to fliers, it was designed
corner. There are no lockers or storage of any kind, so the player to give them a little room to test their gear before heading topside.
characters need to stack their gear along the far wall. This is one Of course, the Archangels push this little allowance to the limits
of the most secured areas in all of House Artemis, so theft is not a (much like they do with everything else in their lives). Their ver-
concern. The attendants have left some food for the group, and the sion of testing their Wing Packs involves buzzing past each other
players have a little time to finally clean up after their last mission in these relatively tight confines at high speeds. As the player char-
before bedding down for the night. acters enter the Launch Bay, they see about eight or nine Archan-
Unfortunately, their night is cut short after only a few hours of gels looping around each other in a dizzying display. They witness
sleep. The weary player characters wake up to the loud bang of the dozens of situations where a high-speed collision seems imminent
barracks door being flung open and the bright light from the hall- only to watch the two fliers veer off at the last second with such
way flooding into the room. They look up to see the silhouette of skill and precision that it almost appears choreographed. High-
three armored men standing in the doorway. The man in the center speed strafing bursts and skimming the walls and ceiling with only
steps into the room and shouts, “Lights on!” The glow cells in the a foot or two of space is nerve-racking to watch, but yet so daring
ceiling respond to his command and quickly illuminate the room. that it is captivating. The player characters are distracted for a few
All three men are wearing Host Armor, and the lead man is also moments by this dazzling air show before being snapped back to
wearing the ceremonial robes of the Royal Guard. He walks into attention as one of their Outrider pilots starts going over the mis-
the middle of the room and addresses the group. sion details.
“We have Legion’s location. There are two Dracos mounts “Legion’s army is marching on the Retro-Village of Dillon-
ready to fly at the Launch Bay.” He then points over his shoulder town. They should reach it within the hour. There’s a pretty decent
to the men behind him, still lingering in the doorway. “These men sized forest between them and the village. Legion’s not one for
are your Outrider pilots. They’ll get you to the drop site. Get suited going around obstacles, so we’re pretty sure her forces will just
up.” plow straight through. That’ll be the drop point. It should provide
It only takes minutes for these well trained Splicers to slip into you with decent cover and still put you right in their path. Our
their heavy organic armor and gather their weapons. The bulky scouts are reporting limited N.E.X.U.S. air patrols in the area, but
Shellback Armor worn by the Sweepers looks similar to regular we’ll still be sticking low to the trees to avoid attracting attention.
Host Armor only it has much thicker armor and has a large shell The Outrider then points up at the Archangels still swooping about
mounted on its back. It was designed for demolitions and demo- the Launch Bay at dangerous speeds and says, “These maniacs
litions disposal, so the suit sacrifices speed and mobility for de- whirling around our heads will be providing escort along with two
fensive protection. Each Sweeper was also given a Mega-Damage Zephyrs. We’re going to go in low and fast. It may get a little
leather knapsack for transporting the Shell Bombs. bumpy, but hopefully it will be an uneventful transport. All right,
Shellback Armor is quite specialized but it is really not all that let’s mount up.”
different than any other suit of organic armor. However, the same The team will be split up evenly across the two Dracos War
cannot be said for the Archangel’s “Nighthawk” Assault Armor. Mounts (each holding one Sweeper) to ensure that the mission can
This is the first time the player characters have ever seen this pro- proceed if one of the transports is shot down en route. It is just
totype armor, and even these seasoned Splicers are startled by its another subtle reminder of the incredible odds stacked against the
dark, sleek, ominous appearance. The armor looks like Living Ar- player characters. They do not have time to dwell on it now, but
mor except for the fact that it is covered in an obsidian looking they will have plenty of time to think about the danger during the
hide that appears more alien in texture than any other armor ever thirty minute flight to the drop point.
produced before. What is even more unnerving is that the wings The flight through the old sewer lines is uneventful. After five
seem to emit a low hum and the twin visors on the sinister looking minutes of seemingly endless twists and turns through this maze
alien helmet seem to be staring down the player characters as if of decaying tunnels, the transports and their defenders come blast-
they were a piece of raw meat. The players did not know what to ing out of the sewer pipes over the Great Ocean. The midday sun
67
glinting off of the water is absolutely blinding compared to the the second Griffin grabs hold of her and tries to fly off, its Outrider
dark, dank sewer tunnels they just exited (even for characters with pilot is momentarily stunned when his target does not even budge.
polarized filters on their armor). The player characters are a bit This gives anyone on the Dracos, as well as any remaining escorts,
more stunned by the light because they actually had no idea what a free shot at this War Mount (automatically loses initiative). If it
time it was before reaching the surface. Keeping track of time un- survives the initial barrage, it will let go of the Sweeper and fly off.
derground is confusing enough already, and the lack of sleep com- While this is going on, Anderson Long is proving that he is not
bined with the hectic pace over the past twenty-four hours has left an easy target either. The player characters glance over in time to
them somewhat disoriented. Sunset is about five or six hours away, see an enormous explosion erupt on the underside of the Griffin.
so it looks like they will be taking on Legion in broad daylight. It is Anderson used one of his explosive charges on the beast knowing
rare for House Artemis to stage any type of attack during the day, that his thick Shellback Armor would protect him from the blast
which speaks to the urgency of this mission, but it also means the and the resulting fall. The blast sends both the War Mount and
strike will be that much more difficult. the Sweeper crashing to the forest below about three quarters of
As soon as the procession exits the tunnel, they all bank hard a mile (1.2 km) away from the convoy. They were not that high
to the right and begin to head back inland. The Outrider said they above the forest at the time, so it was only a forty foot (12.2 m)
would be flying low, but the player characters did not realize they drop into the trees. This is still a significant distance, but hopefully
would be soaring over the forest just a few feet above the tree- the trees helped break their fall. The other Zephyr breaks off to
tops. The constant bobbing and weaving around the taller trees that pursue Anderson, but it is quickly pounced on by the first Griffin
pierce the forest canopy makes for a rough ride, but it is far better War Mount. The players look around to see what happened to their
than dodging gunfire. After twenty minutes of bumpy but unevent- other Zephyr escort. They spot the tattered creature plummeting to
ful travel, the group starts to think they might actually make the the ground off in the distance. It looks like the Griffin made quick
drop point without incident. Unfortunately, they are wrong. work of it before moving on to the next Zephyr. It falls about fifty
feet (15.2 m) and then suddenly explodes. The Zephyr was already
beaten, but Griffins always leave a little explosive surprise when
Intercepted they break off from an opponent. The blast tears the War Mount
apart, making the likelihood that the Outrider survived the assault
The peaceful forest up ahead suddenly erupts into flames as a rather slim.
barrage of Bio-Weapons fire rips through the trees and into the Not even an hour into the mission and the unthinkable has al-
convoy. Three Archangels fall in the first volley and several oth- ready happened, a Shell Bomb is in the open! Whether Anderson
ers are injured. Neither Dracos is even scratched, so it looks like survived the fall or not does not matter. The player characters must
the escorts are the intended targets. The attack does not slow the recover the bomb. It is pretty apparent that these Splicers not only
procession down and they race past the ambush site without break- knew of their existence, but also who was carrying them. This am-
ing formation. A second volley fired at the convoy’s backs brings bush was far too coordinated to be a random trap. Someone within
down another Archangel and damages both Zephyrs. They are able House Artemis must have tipped them off. What is even more
to keep up, but their maneuverability has been significantly com- alarming is that only the highest ranking members of the military
promised. Both Zephyrs and only five of the original nine Arch- were even aware of this mission. Discovering the identity of this
angels remain, but every one of them has suffered some measure traitor is nearly as important as recovering the Shell Bomb. If pos-
of damage. The ambushing Splicers only got off a few volleys, sible, the player characters should try to capture one of the attack-
but they succeed in weakening the escorts and, more importantly, ing Splicers to hopefully learn the identity of the traitor. But that
distracting the convoy from the real threat. is secondary. Right now, all that matters is recovering the bomb
While the group was focused on the ground assault, three Skull- before the attacking Splicers can. The player characters still have
cracker War Mounts and three Griffin War Mounts sprung from two undamaged Dracos War Mounts with riders, two damaged
their hiding places and started charging directly towards the con- but combat-able Archangels, the War Angel Drake, and Sweeper
voy’s right flank. The procession was too distracted by the gunfire Shauna Davies at their disposal. One Zephyr is still in the fight, but
to notice their approach until it is too late. it cannot shake the ferocious Griffin off of its back and it does not
The player characters look up just in time to watch the Skull- look like it will last much longer. One (possibly two) of the Griffin
crackers slam into three of their Archangel escorts. Their organic War Mounts are down, but the players still need to worry about at
armor collapses under the impact with a sickening crunch, and all least one more as well as three Skullcrackers (not to mention any
three are sent spiraling to the forest floor at hundreds of miles per ground forces that are likely lurking in the forest below). Anderson
hour. One of the Griffins grabs the closest Zephyr War Mount and and one of the Griffins crashed into the forest in a flaming heap, so
secures itself to the beast using its barbed tentacles. The Griffin any ground forces in the area are probably rushing to this blazing
then starts slashing it apart with its powerful high frequency talons signal fire already. They need to hurry.
as the Zephyr breaks away from the convoy at high speed in a The smoke from the crash site is obscuring the view from
desperate attempt to shake off its attacker. This blitzkrieg strike above, so there is no way to know what may be waiting for the
succeeded in clearing a path through the escorts so that the remain- player characters down there. The Dracos War Mounts can drop
ing two Griffin War Mounts could grab their primary targets, the them directly on the crash site, or they can drop the group further
Sweepers. away if they want to make a more cautious approach. The forest
The first Griffin plucks Sweeper Anderson Long off of his Dra- is too dense for either Dracos to touch down and the canopy is too
cos with ease and begins racing off into the distance. The second thick for them to provide air cover. On a positive note, this also
Sweeper, Shauna Davies, realized she was a target as soon as the means the player characters will not need to worry about harass-
first shot was fired. She quickly used the forearm mounted tenta- ment from aerial attackers once they enter the forest. Then Drake
cles on her Shellback Armor to secure herself to the Dracos. When tells the group that he, the Outriders and the rest of the Archan-
68
gels can deal with the Griffin and Skullcrackers while the player find him, tear him apart, and bring me the package. Apollo and
characters recover the Sweeper and his cargo. They will stand by Lycaon, spread out! We’ll shut the rest of these cubs down.” The
for extraction as long as they can, but the smoke is likely going to booming distorted voice from this enormous Host Armor is some-
attract Machine attention, so they do not know how long they can what unnerving, as is the fact that he does not seem to be interested
wait. in taking prisoners. One of the Packlords and half of the Maulers
The thick underbrush in the forest makes movement somewhat tear off through the underbrush in pursuit of Sweeper Anderson
difficult, but thankfully, it is broken up periodically by decent sized Long. Their departure significantly diminishes the ambush party’s
clearings. The crash site is in one of the larger clearings up ahead. numerical superiority, but the Dreadnaught does not look too wor-
By the time the player characters finally do reach the site, all they ried about the odds. In fact, it almost looks like the wicked carnivo-
find is the Griffin and its Outrider pilot, both dead. The Sweeper rous maw on his Host Armor is smiling. Once the Packlord is out
is nowhere to be found, but a quick survey of the scene makes it of sight, the Dreadnaught points his enormous Harbinger Cannon
pretty apparent that he survived the crash. There are fresh blast in the player characters’ direction and opens fire (roll for initiative
craters all across the clearing, including a sizable one that took the as normal). Any trees between the two groups are torn to shreds, as
Griffin’s head off. Sweepers can generate an impressive amount of are huge swaths of trees behind the group as this thick barrage of
explosive ordnance within their Shellback Armor, and it looks like Bio-Energy blasts rips through them like paper.
Anderson used quite a bit of his before retreating into the forest. A The salvo destroys any cover between the combatants. The
few small fires are still burning, but the area is wet from a recent Dreadnaught may feel comfortable standing in the open trading
rainstorm so the risk of them sparking a wildfire is pretty low. The fire, but the other warriors in his group do not feel so invulner-
battle likely slowed him down a bit, so he could not possibly be able. The other Dreadguard actually steps behind the Dreadnaught
too far ahead. The deep footprints in the mud from his heavy armor to use the big bruiser as cover, while the Packlord uses his own
have left an easy trail for the player characters to follow. They are charging Maulers as cover so he can close the distance with the
about to go after him when they hear the sound of snapping twigs player characters.
behind them. They turn and see a dozen Gorehounds push through Game Masters, let this battle play out a bit, but be careful not to
the underbrush and enter the clearing. They start charging straight mow the player characters down with the Dreadnaught. A concen-
at the player characters until the group hears someone shout “halt” trated burst from his Harbinger Cannon could tear any one of them
from off in the distance. The hounds stop dead in their tracks and to shreds, but fortunately, he does not seem to be targeting anyone
begin growling ferociously. The player characters now have a at all. He is just firing wildly in the direction of the player charac-
much better view of these Bio-Tech hounds and they realize they ters. This constant barrage of suppressive fire keeps the players off
are not actually Gorehounds, but Maulers. balance and on their heels (-2 to strike and parry), plus there is a
Maulers are evolved versions (some would say, devolved ver- 01-35% chance a player will be struck by a stray blast whenever
sions) of the loyal Gorehounds. They are larger and much more they move (3D6 M.D. per blast). His strategy (or complete lack
powerfully built, but they are also incredibly aggressive and diffi- thereof) is somewhat puzzling. He never makes any effort to dodge
cult to control. House Artemis created the Mauler strain years ago, incoming fire (no matter how damaging), and he never targets any
but they consider them a bit too unpredictable so they only produce of the player characters directly. The other members of the ambush
them in limited numbers. Unfortunately, agents from House Janus party, on the other hand, seem to be making every effort to annihi-
acquired the genetic code and used it to turn a large percentage late the group as quickly as possible.
of their Gorehounds into Maulers. These volatile beasts lack the The battle ends when the Dreadnaught goes down. Whether this
patience for many of the Gorehounds’ usual missions, like search takes twenty minutes or one lucky headshot is up to the Game
and rescue, demolitions detection, or reconnaissance. Maulers are Master. I would suggest ending it suddenly if the tide starts to turn
only good for one thing, killing. Their presence shows how serious on the player group. Otherwise, just let them hammer things out
these ambushing Splicers truly are. It also confirms the suspicion themselves. The Dreadnaught is an imposing yet easy target to
that the attackers are likely from House Janus. Seconds later, the strike, so he should naturally draw a lot of fire. However, if no one
group sees who ordered the Maulers to stand down. Four Splicers targets him, he can still fall as the victim of a stray blast or attack
emerge from the brush behind the hounds and immediately train from Drake Benton (whether the players witness the killing blow
their weapons on the player characters. Two of them are wear- or not). No matter how it happens, once the Dreadnaught falls, the
ing the distinctive armor of the Packlords. These deadly Splicers Dreadguard standing near him (or another Splicer that arrives to
are senior Packmasters who have proven themselves to be such reinforce their position if the Dreadguard happened to fall first)
skilled handlers that they are allowed to upgrade their Gorehounds will immediately begin shouting at his allies, “Hold your fire! Hold
into different variations. Much like their hounds, Packlords tend your fire! Stand down!”
to favor close combat (which is pretty evident from their wicked He then drops his weapon and slumps down next to the fallen
looking forearm-mounted tentacle whips). Dreadnaught. He starts shaking his head back and forth and mut-
The other two are wearing Host Armor. One looks like a stan- tering over and over again. “We didn’t know. I swear we didn’t
dard Dreadguard, but the other one is definitely a Dreadnaught. know.”
His armor is nearly twice the size of his fellow warriors, and the
dead giveaway is the massive Harbinger Cannon he is carrying
at his hip. Only elite Dreadguard are ever offered the option of It Just Keeps Getting Worse
becoming one of these heavy weapons specialists, so this brute is The combatants cautiously gather around the slain Dreadnaught
most likely the leader of the assault. The players’ suspicions are to see what caused the Dreadguard to suddenly throw down his
confirmed when he points off in the direction of Anderson Long’s arms. Both sides are a little wary standing shoulder to shoulder
footprints and starts shouting orders at the other Splicers. “The around the corpse considering the fact that they were all trying to
Sweeper’s tracks lead off into the forest. Gavin, take your hounds, kill each other only seconds before, but the Splicers from House
69
Janus will maintain the truce as long as the player characters do. As they gather up the Dreadnaught, the Dreadguard looks back
It takes little more than a glance to see why the Dreadguard is so at the player characters and says, “I wish we could do more to help,
shaken up. The top of the Dreadnaught’s armored helmet is blasted but we have our own problems now. I don’t know what your objec-
off, as is half of his skull. Mixed in with the bloody mess of brain tive is, but whatever it is, it looks like the Machine knows about it
matter and skull fragments is a large, shiny metallic object. Obvi- and is pretty serious about stopping you. I’m sorry for our part in
ously, no one in the group is an expert in electronics, but every one hindering your mission. Just know that House Janus will not stand
of them can instantly recognize the complicated circuitry common in your way again, I promise. I wish you luck.” He then glances
to their robotic foes. As unbelievable as it may seem, it appears down at the circuitry inside the skull of his friend and says, “I wish
that half of the Dreadnaught’s brain was removed and replaced us all luck.” With that, the Janus Splicers disappear into the for-
with an artificial one. No one has ever seen or heard of anything est. Seconds later, Drake Benton contacts the player characters by
like this before, but the player characters quickly realize this is Bio-Comm. He tells them that the Griffin and Skullcrackers just
likely Legion’s doing. split and they should probably do the same. The firefight cleared
The Janus Splicers are absolutely horrified once they realize enough room for the Dracos War Mounts to land and pick up the
that they have been acting as pawns of the Machine. Blood feuds, group. All that remains are the two Dracos transports. Besides
raids, and thefts between the Great Houses are common, but no Drake, one additional Archangel survived the battle, but he real-
one in the Resistance would willingly side with N.E.X.U.S. against ized he was too damaged to do any good and headed back home.
their fellow humans. Any rivalries are immediately pushed aside Once everyone is aboard, what is left of the convoy flies off along
and the House Janus Splicers tell the player characters they will their original heading. Archangel Drake tells the pilots to find a
cooperate in any way. The other Packlord comes back to the clear- place to set down so they can plan their next move.
ing with his hands raised in the air. He announces that he heard Game Masters: If you want to give the players a moment to re-
the message and has no intentions of attacking. A few seconds lax and digest their latest findings, then just let them find a nearby
later, his Maulers enter the clearing as well. They are dragging place to hide, regroup, and plan a course of action. However, if
the still struggling Anderson Long by the arms. The Packlord tells you want to keep them on edge, now would be a good time to
both groups that the Sweeper is unharmed and that this was the spring a surprise N.E.X.U.S. patrol on the group. I would recom-
only way he could get Anderson to come with him. Apparently, mend a lone Sky Fighter dropping from orbit or two Flying Strike
the Sweeper did not trust the sudden change of heart, and needed Ships or a small pack (1D10) of Necroborgs that were attracted to
a little bit more convincing. Once the player characters confirm to all the commotion. Nothing too extreme. Just enough to provide a
Anderson that everything is all right, he calms down enough for little challenge and remind them why the surface is such a danger-
the Maulers to release him. Anderson seems to be fine. His Shell- ous place. Be sure to give the players plenty of avenues of escape
back Armor took some significant damage, but it will heal. He pats if they wish to avoid a fight or are losing the fight. Diving into
the satchel at his hip to indicate to the player characters that he still a nearby lake or Nature Preserve could provide instant sanctuary
has his Shell Bomb. The Janus Splicers either did not notice the from Machine patrols.
gesture or simply do not care anymore. They seem to be too busy
staring awestruck at the fallen Dreadnaught.
After a few more awkward moments of silence, the Dread-
To be continued ...
guard of the group introduces himself as Apollo and starts tell-
ing the player characters everything he knows. He is very candid
with any information he does have and will answer all of the play- I am Legion, Episode Two
ers’ questions without hesitation. Apollo tells the group that the
Dreadnaught’s name was Leon and he was the group’s superior
and the one who organized the entire assault. He never told the
Adventure Source Material
rest of the group what they were after, just that it was some kind of
experimental weapon. He tells the players that the orders did not
come from higher up and that he had no idea where Dreadnaught
Leon came by his information. He served with the Dreadnaught for
New O.C.C.s
years so he had no reason to distrust the man, but looking back, he
should have been more suspicious.
For months, Dreadnaught Leon seemed a little... off. For the
Sweeper O.C.C.
most part, he seemed like his normal self, but he recently started Sweepers are the demolitions experts of the Resistance. Their
acting a bit more serious than usual, plus he kept on forgetting sim- main responsibility is to disarm bombs and land mines planted by
ple things like directions to familiar locations and even the names the Machine and rival Great Houses, but their training also makes
of longtime friends and comrades. Dreadguard Apollo admits how them expert saboteurs. They wear an experimental suit of Host
he dismissed these as side effects from the stress and fatigue of Armor called Shellback Armor that gives them the tools to disarm
endless warfare, but he soon realizes and acknowledges that the or detonate nearly any type of explosive device, plus some of the
changes happened rather suddenly. He tells the group that he has a thickest armor in the Resistance in case things go wrong. Sweepers
pretty good idea of when his friend was altered, but he never went are among the handful of people that know how to disarm Bio-Tech
missing for an extended period of time. Leon just left on a standard explosives, and they are the only humans (other than Technojack-
sweep and clear one day and came back a little different. Appar- ers) capable of dismantling bombs that use metallic components.
ently, this means the Machine (or Legion) can work fast. He goes For decades, the task of sniffing out bombs and land mines was
on to say there were three other Splicers on that mission and that the responsibility of Packmasters and the Gorehounds under their
he needs to report this information back to his Warlord right away. command. While they were very effective at finding explosive de-
70
71
vices, there was little they could do to actually disarm them. Con- successfully cuts all triggers. On a failed roll, at least one trig-
ventional bombs set by rival Great Houses could be disarmed, but ger remains and the device immediately detonates once the ef-
the majority of explosive devices were placed by the Machine’s fects of the Bio-Toxin wear off. Base Skill: 60%+3% per level
forces and it was nearly impossible for a human to safely touch of experience.
them. These devices were primarily composed of metal, and the Disarm Metallic Explosives: The Nanobot Plague makes
Nanoplague made most attempts to disarm them suicide. Really all touching metallic objects a dangerous and often deadly affair.
Packmasters could do was mark them for other troops to avoid, or Sweepers, however, are trained on how to disarm bombs that
detonate them with Chigs and Squigs (which was not very helpful use metal components. Shellback Armor is designed to take the
when they were trying to maintain a low profile). brunt of the damage from a Nanoplague Response, but some-
This all changed with the creation of the Sweepers. Their Shell- times, despite their best efforts, the Nanobots actually trig-
back Armor gave them the tools to safely disarm any of the Ma- ger the device. Sweepers are trained how to prevent this from
chine’s devices (in spite of the Nanoplague) and the protection to happening, but it is by no means one hundred percent. On a
survive nearly any sized blast in case the pilot failed. The armor successful skill roll, the device is successfully disarmed. On
has dozens of eight foot (2.4 m) long, retractable tentacles that the a failed roll, a Nanoplague Response is triggered. Roll on the
pilot uses to operate on explosive devices from a relatively safe standard Nanoplague Response Table to see the effects, plus
distance. Plus as an extra precaution, the suit is able to create a roll to see if the device itself is accidentally triggered (01-30%
containment field around the device by covering it in experimental chance). Base Skill: 40%+3% per level of experience.
Bio-Tech insects known as Impact Beetles. Sweepers are trained Elective Skills: Trap and Mine Construction (+20%) and se-
to work quickly in order to prevent a Nanoplague Response, but lect six Elective Skills from the following list at first level, plus
if it does happen, the tentacles are designed to take the brunt of one additional at levels 2, 4, 6, 8, 10, and 12. All new skills start
the damage. The excessive amount of limbs allows the pilot to at level one proficiency.
continue working even as the Nanoplague tears tentacle after ten- Communications: Any (+5%), Domestic: Any (+5%), Es-
tacle apart. If all else fails and a device proves too difficult to dis- pionage: Any, Medical: First Aid only, Military: Any (+10%),
arm, Sweepers are also equipped with multiple types of explosive Physical: Any, Rogue: Any, Science: Any (+10%), Technical:
chemicals and Bio-Tech devices that they can use to detonate the Any (+20%), Transportation: Any, Wilderness Survival: Any
bomb. Sweepers are also trained how to use their explosive pay- (+5%) and W.P.s: Any.
loads for maximum effect against the Machine’s robot minions Secondary Skills: The character gets to select five Second-
and installations. ary Skills at level one and one additional skill at levels 3, 6, 9,
Since members of the Resistance knew very little about the 12, and 15. These are additional areas of knowledge that do not
Machine’s technology, the first batch of Sweepers were actually receive any special O.C.C. bonuses.
trained by Technojackers. Fortunately, since few humans could Shellback Host Armor: Sweepers receive an experimental Host
safely handle N.E.X.U.S. manufactured explosives, the Machine Armor design known as Shellback Armor. The Sweeper is ge-
did not bother creating complicated devices, so it did not take long netically bonded to one specific Shellback Armor.
to educate the first Sweepers on how to properly disarm them. Step One: See the specific details on Shellback Armor be-
Once they mastered this skill, their training quickly switched to low.
understanding how to best utilize their explosive payloads against Step Two: Determining Metabolism. Shellback Armor is al-
the Machine. The Sweepers have worked out better than anyone ways a Lithovore.
could have imagined. Their presence in the field has prevented Step Three: Available Bio-Energy points for the Sweeper is
hundreds of Splicers from falling victim to explosive booby traps, M.E. attribute number, +P.E. attribute number, +1D4x10+20
and their demolitions skills have allowed the Resistance to wreak points, plus an additional 20 points for the Lithovore metabo-
incredible destruction upon the Machine. lism. Each level of advancement, starting with level two, the
Alignment: Any, but typically good or selfish. Sweeper gets an additional 5D4 Bio-E to add to the capabili-
Attribute Requirements: I.Q. and M.E. 14 or higher. ties of his current Shellback Armor. These Bio-E points can be
Attribute Bonuses: +1D4 to I.Q., +2 to M.E., +1D6 to P.S., +1 to spent as soon as they are acquired or saved and combined with
P.P., and +1D6 to P.E. points from subsequent levels of experience.
O.C.C. Bonuses: +4 to roll with impact, +2 to save vs insanity, If the Sweeper’s Shellback Armor is destroyed, another will
and +5 to save vs Horror Factor. be bonded to him, but it will only have the most basic Bio-
Base S.D.C.: 30, plus any from Physical skills. Enhancements. Further augmentation will only occur with each
Common Skills: Standard. additional level of experience or as a reward for impeccable
O.C.C. Skill Programs: Basic Military (+10%), Saboteur (+20%), service.
Guerilla Warfare (+20%), and Technical (+15%) or Construc- Step Four: Biological Enhancements and Weapon Sys-
tion (+15%). tems. Selections can be made from any of the categories, but
Special Skills: most Sweepers focus on Biological Defenses in order to give
Disarm Bio-Tech Explosives: Sweepers have been trained themselves better protection in the field and the unique Bio-
how to disarm Bio-Tech explosives like Migs and Trench Enhancements that are only available to Shellback Armor.
Foot Mines. Usually, once these devices have been set, even Standard Equipment: Military fatigues, a suit of non-organic
touching them will trigger the explosive. Shellback Armor is body armor for backup or disguise, dress clothing, survival
equipped with a special Bio-Toxin that is capable of paralyzing knife, utility belt, first aid kit, 2 Slap Patches, Face Wrap, tinted
small Bio-Tech devices for 2D6 melee rounds. This gives the goggles, hatchet for cutting wood, one light Bio-Weapon and
Sweeper enough time to surgically sever any of the devices’ one heavy Bio-Weapon of choice and one weapon for each
triggering mechanisms. The skill roll determines if the Sweeper W.P. with appropriate ammunition for heavy combat, a good
72
Mega-Horse for transportation, tent, knapsack, backpack, two Before starting work on any explosive device, the pilot first
water skins, emergency food rations (two weeks supply), and covers it with strange Bio-Tech Insects known as Impact Beetles
some personal items. in order to create a containment field. This is a safety measure
Handheld Weapon Bio-Enhancements: Sweepers receive 5D4 meant to absorb the bulk of the blast in case of failure. Each bug
Bio-E at level one plus 5 Bio-E at each additional level of ex- is capable of generating a small Bio-Force Field, and when they
perience starting at level 2. Bio-E can be distributed between combine their strength, they can create a force field strong enough
all the weapons in the character’s personal armory or applied to to contain almost any sized blast. The energy field hovers a few
one favorite item. inches over the device, so even if the explosion completely de-
Money: Has 1D6x100 credits in precious metals, relics or trade stroys the containment field, the power of the blast is greatly di-
items, as well as 6D6x10 in available credits. Money can be minished (the remaining M.D. that pierces the field is halved, as is
spent now on additional equipment or saved for later. the blast radius). Shellback Armor is the only other suit of armor
The Upside: You are a walking explosives factory with the knowl- capable of growing Bio-Tech Insects. These Impact Beetles are
edge and skill to make the most of it. You can bring down nearly slightly different than the ones generated by Hive Armor. They
any obstacle, structure, or opponent with a few cleverly placed are unable to propel themselves at sonic speeds and the force fields
charges. Your skills at finding and disarming explosives make they create are much smaller in size (although much more power-
you a hero among your fellow soldiers, and they make sure to ful). They may not be as versatile, but they are perfectly suited for
return the favor by watching your back in the field. the task of demolitions disposal.
The Downside: You are a walking explosives factory, which does Shellback Armor offers some of the best protection in the Re-
have its drawbacks in the middle of a war zone. When allowed sistance, but this increased shielding does come at the cost of de-
to operate in peace, the bombs you place can inflict unimagi- creased speed and mobility. They can run at a decent speed for
nable devastation upon the Machine, but it is rare that any hu- their size, but the thick armor makes them somewhat ponderous
man can find a moment of peace in the field. Your thick armor and cumbersome in battle. This is usually not much of an issue
does protect you somewhat from the Machine’s fury, but it also since Sweepers rarely engage in frontline combat. Their role is to
makes you a slow and easy target to hit. You may have the tools clear the field of enemy explosives or cover it with their own traps.
to disarm metallic bombs, but the Nanoplague makes your suc- Class: Host Armor.
cess rate far from perfect. You know how to work around these Crew: One Sweeper.
Nanobots, but no one knows how to completely stop them. M.D.C. by Location:
You have taken more than your fair share of explosive blasts at Arms (2) – 3D6x10+20 M.D.C., +10 additional M.D.C. per
point-blank range, and it is always in the back of you mind that level of experience (starting at level 2); both arms have the same
your Shellback Armor might not survive the next one. M.D.C.
Hands (2) – 2D6x10+20 M.D.C., +15 additional M.D.C. at lev-
Shellback Armor els five, ten, and fifteen; both hands have the same M.D.C.
Retractable Tentacles (28) – 70 M.D.C. each, +5 additional
Shellback Armor is a specialized suit of Host Armor specifi- M.D.C. at levels five, ten, and fifteen.
cally designed for demolitions and demolitions disposal. It gets its Legs (2) – 4D6x10+20 M.D.C., +10 additional M.D.C. per level
name from the thick, turtle-like shell mounted on the back of the of experience (starting at level 2); both legs have the same M.D.C.
armor. This shell does provide the pilot with additional protection, Feet (2) – 2D6x10+30 M.D.C., +20 additional M.D.C. at levels
but its main purpose is to shield the nearly one hundred pounds of five, ten, and fifteen; both feet have the same M.D.C.
explosive chemicals and Bio-Tech organisms that the suit continu- Head – 2D6x10+20 M.D.C., +10 additional M.D.C. per level of
ously produces. The original intent of these explosives was to det- experience (starting at level 2).
onate bombs and mines when all attempts at disarmament failed, Main Body – 8D6x10+150 M.D.C., +10 additional M.D.C. per
but Resistance leaders realized that the sheer amount of destruc- level of experience (starting at level 2),
tive power these suits carried made Sweepers ideal saboteurs and Turtle Shell – 6D6x10+250 M.D.C., +10 additional M.D.C. per
demolitionists as well. The suit combines some of the latest break- level of experience (starting at level 2). If the M.D.C. of the shell
throughs in Bio-Technology with the thickest armor ever produced is depleted to zero, then there is a 70% chance that the explosive
for a suit of Host Armor. This bulky armor allows the pilot to work payload will detonate, inflicting 6D6x10 M.D. to the main body
around the problems posed by the Nanobot Plague while disarm- of the armor and half damage to everything within a 40 foot (12.2
ing bombs using metallic components, and the strength to survive m) radius.
nearly any sized blast in case he fails. Note: The turtle shell can only be targeted with a called shot.
Mounted on each forearm of the suit are over a dozen eight However, it is a large target, so there are no penalties to strike.
foot long, retractable tentacles that the pilot uses to work on ex-
Speed:
plosive devices from a relatively safe distance. Each tentacle is as
Running: 4D6+20 mph (38 to 70 km). The act of running does tire
articulated as the pilot’s own fingers and many of them are tipped
out the pilot, but at only 10% of the normal fatigue rate.
with useful tools that make the pilot’s job even easier. The reason
Leaping: Only 10 feet (3 m) high or 15 feet (4.6 m) across.
for the excessive number of tentacles is to give the pilot backup
Digging: 20 mph (32 km) through sand or dirt, but one quarter as
limbs to work with as the Nanoplague destroys them. As long as
fast through rock or concrete. Digging tires out its pilot, but at half
the Nanoplague does not actually trigger the device, a Pilot can
the usual fatigue rate. To dig down enough to adequately hide from
continue to work uninterrupted as the Nanobots tear through tenta-
enemies on the surface takes 3D6 minutes.
cle after tentacle. Once the job is done, the incredible regenerative
Swimming: 10 mph (16 km); swimming tires the pilot but at 10%
powers of these limbs quickly restore any damage done.
of the usual rate.
73
Underwater Depth: Shellback Armor can withstand pressure up to second since it is pretty rough on the armor. The Shellback Armor
1000 feet (305 m) down. is incapable of generating any new explosives for 36 hours while
Statistical Data: the turtle shell recovers from this incredibly damaging maneuver.
Height: Approximately 2-3 feet (0.6 to 0.9 m) is added to the Feeding: Even though the Sweeper may look carnivorous to
height of the pilot. some, it is indeed a Lithovore. The suit eats 60 to 90 pounds (27 to
Width: 4-5 feet (1.2 to 1.5 m), based on the size of the pilot. 40.5 kg) of minerals (stones, rocks, dirt, clay, etc.) a day.
Length: 3-4 feet (0.9 to 1.2 m), based on the size of the pilot. Sleep Requirements: Shellback Armor requires 3D4 hours of
Weight: Adds about 500 to 700 pounds (225 to 315 kg) to the sleep/rest/inactivity per day, during the day or night hours.
weight of the pilot. Combat Bonuses: +1 to strike, +5 to parry (mainly due to the
Cargo: Contained within the turtle shell on the suit’s back is about retractable tentacles), -1 to dodge, +3 to entangle, +1 to disarm,
100 pounds (45 kg) of explosive chemicals and Bio-Tech Organ- and +4 to roll with punch.
isms. Demolitions Tools and Weapon Systems:
Physical Strength: 4D6+15 – Splicer P.S. is equal to Robotic 1. Retractable Tentacles (28): A ring of fourteen small holes runs
Strength. around each wrist of the armor. The pilot can extend an eight
Production Cycle: Six month gestation, plus 6 months growth time. foot (2.4 m) long tentacle from each one of these holes. Each
Operational Lifetime: 2D10+50 year life span. tentacle is incredibly articulate and when multiple tentacles are
Trade Value: None, because each Shellback Armor is bonded to a used together, it feels as natural to the pilot as using his own
specific pilot and will not function for any other person. hands. Several of the tentacles on each arm are tipped with dif-
Bio-Regeneration: 2D6 M.D.C. per hour for the main body and ferent tools to better help the pilot perform his duties. In order
1D4 M.D.C. per hour for all other locations except the retract- to safely work from a distance, one tentacle on each wrist has a
able tentacles which regenerate at a rate of 1D6 M.D.C. per melee standard eye mounted on the tip. Most Sweepers enhance these
round. Only the tentacles can be regrown once severed, all other eyes with Macrovision, but in the beginning, they are just regu-
locations require at least one point of M.D.C. in order to regener- lar human eyes. Another pair of tentacles (one on each arm) is
ate. However, an Engineer can generate and attach a replacement tipped with tiny bone spikes. They are shaped like a screwdriver
limb with minimal difficulty. head and can be used like a chisel to pry open bomb casings, or
Horror Factor: 7 for humans and other intelligent life forms; none they can actually be used as screwdrivers. Another set of ten-
against the machines. tacles are tipped with razor sharp scalpels to allow the Sweeper
Senses and Features: Standard Host Armor features and Combat to disarm Bio-Tech explosives, and a final set of tentacles are
Bonuses plus the following: equipped with tiny pincers that can be used as tweezers for deli-
Enhanced Sense of Taste and Smell: Track by smell is possible cate procedures. The rest of the tentacles act as disposable fin-
at 50%+4% per level of experience, special bonus of +10% when gers that can be torn apart by the Nanobot Plague and quickly
attempting to detect or track explosive chemicals. The character replaced. They are designed to automatically detach if they are
can also recognize the distinct scents and smells of individuals ever exposed to anything that would threaten the armor (like
and can detect when people experience extremes of emotions at the Nanoplague Response that creates a metallic poison). Each
60%+2% per level of experience. Enhanced sense of taste gives Tentacle regenerates at a rate of 1D6 M.D. per melee round, and
the Sweeper the ability to recognize the exact components in any- severed tentacles will completely regenerate within 1D4 hours.
thing the armor tastes at a skill of 50%+4% per level of experience, Primary Purpose: Demolitions Disposal.
and a special bonus of +10% when tasting explosive chemicals. Secondary Purpose: Defense.
Seismic Sense: Able to detect miniscule vibrations in the Mega-Damage: Only the scalpels are capable of inflicting any
ground, feeling earthquakes, thunder, explosions, and even the ap- damage, and each one only inflicts a measly 1 M.D.
proach of heavy vehicles, robots, troop movement, and stamped- Rate of Fire: Equal to the number of attacks per melee.
ing animals up to 12 miles (19 km) away. Effective Range: 8 feet (2.4 m).
Reinforced Exoskeleton. 2. Mini-Hive: Within the armor’s turtle shell is a miniature hive
Resistance to Physical Attacks: A layer of heavy tissue filled that is capable of generating special Bio-Tech insects known
with impact-resistant fluid cushions Shellback Armor from blunt as Impact Beetles. These powerful insects are used to create a
attacks, falls, and explosive concussions (all inflict half damage). containment field around explosive devices before the Sweeper
Emergency Explosive Payload Dump: If the turtle shell is ever begins working. Each bug is capable of generating a small, four
breeched, the explosive chemicals and Bio-Tech creatures within inch by four inch (10 by 10 cm) Bio-Force Field, and when doz-
become completely exposed to enemy fire. At this point it takes ens of these bugs combine their strength by overlapping their
very little to set off a devastating chain reaction within the armor. force fields, they can contain nearly any sized blast. The energy
The armor is capable of quickly expunging all explosive chemicals field hovers a few inches over the device, so even if the ex-
in an emergency with a simple mental command from the pilot. plosion completely punches through the containment field, the
The turtle shell actually rips itself open and spits the entire payload power of the blast is greatly diminished (the remaining M.D.
in one massive glob about 10 feet (3 m) away. It is not quite far that pierces the field is halved, as is the blast radius). The in-
enough away to protect the armor in case this explosive glob is sects sit on the device and project their force fields over their
detonated, but it does give the pilot a small head start. Even the heads. This means they actually sit inside the containment field,
slightest spark will ignite this high-explosive concoction, so it is so if the bomb detonates they are all instantly destroyed. How-
best to take cover. Detonating this explosive glob inflicts 4D6x10 ever, the field actually remains a few milliseconds after their
to a 40 foot (12.2 m) area. The pilot can perform an emergency bugs’ demise, which is more than enough time to absorb the
payload dump at any time, but most will wait until the last possible brunt of the explosion.
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The Sweeper decides how many Impact Beetles to use for Rate of Fire: Equal to the number of attacks per melee.
the containment field and then releases them through a small Effective Range: 10 feet (3 m).
opening in the turtle shell by a simple mental command. The Payload: 5 doses of Bio-Toxin. Spent blasts are regenerated 24
armor transmits a mental image of the target to the insects, and hours after they are used. The maximum payload of doses can be
once released, they speed directly to the target and activate increased at a cost of 5 Bio-E per dose up to a maximum of 20
their force fields as soon as they land. They can maintain their doses.
force fields for 4D6+10 minutes before they run out of energy Bio-Enhancements Only Available to Shellback Armor:
and die. Even if the Sweeper finishes working before this time 1. Primer Cord Generator: The left forearm of the armor can be
elapses, the Sweeper has no way to deactivate the bugs or rec- equipped with a hollow tube capable of creating a special explo-
ollect them. Note: Individual Impact Beetles will automatically sive rope known as primer cord. It is composed of a high-explo-
shift or deactivate their force fields as necessary to allow the sive chemical wrapped in an outer casing of Mega-Damage silk.
Shellback Armor’s tentacles access through the containment It is processed within the armor’s turtle shell and then squeezed
field. These small openings do not reduce the overall protection through the forearm tube like toothpaste. It is completely dry by
of the field. the time it is expelled from the armor. The Sweeper can choose
Primary Purpose: Demolitions Containment. what length he wants the suit to produce. No matter how long
Secondary Purpose: Defense. the primer cord is, the entire length detonates almost instantly
M.D.C. of the Force Field: Each insect can create a tiny four inch after placement. It is primarily used as a detonator to link mul-
by four inch force field with 10 M.D.C. Multiple insects can com- tiple charges together across a distance, but it also packs pretty
bine their strength for a more powerful containment field. Every impressive destructive power when wrapped around an object.
Impact Beetle adds 10 M.D.C. to the force field. Sweepers routinely wrap primer cord around multiple support
Duration: The force field can be maintained for 4D6+10 minutes beams in order to collapse buildings and other structures. The
before the insect runs out of energy and dies. Mega-Damage silk surrounding the primer cord protects it from
Rate of Fire: Requires one melee attack to release the Impact Bee- premature detonation and makes it difficult to cut, but it can
tles. still be detonated with a Squig. Every one foot (0.3 m) length of
Effective Range: Typically 10 feet (3 m), but Sweepers can direct cord has 1D4 M.D.C. Spent primer cord is regenerated within
the insects to a target up to 50 feet (15.2 m) away. the turtle shell at a rate of 10 feet (3 m) every 12 hours.
Payload: 10 Impact Beetles. One spent insect is regrown every Primary Purpose: Demolitions.
4D6 minutes. The maximum payload of Impact Beetles can be in- Secondary Purpose: Assault.
creased at a cost of 5 Bio-E for each insect up to a maximum of 30 Mega-Damage: 1D6 M.D. per five feet (1.5 m) of primer cord,
Impact Beetles. but the damage is drastically increased when wrapped around on
3. Squig Generator: Shellback Armor is capable of growing the object. In this case, damage is 1D6 M.D. for every foot (0.3 m) of
organic blasting caps known as Squigs within its enormous primer cord wrapped around the object.
turtle shell. While not very powerful on their own, these deto- Rate of Fire: Requires one melee action to create 10 feet (3 m) of
nators are the primary component of nearly every explosive de- primer cord, so creating 40 feet (12.2 m) of cord would require 4
vice the Sweepers create. They are generated and stored within melee actions.
the turtle shell. When the pilot needs one, a simple mental com- Bio-E Cost: 10 Bio-E for every 10 feet (3 m) of primer cord up to
mand causes the suit to squeeze one Squig through the suit’s a maximum payload of 100 feet (30.5 m).
internal ductwork where it emerges in the armor’s palm. The 2. Mig Generator: Shellback Armor can have up to two Mig Gen-
pilot can determine which hand the Squig will appear in. erators mounted on the underside of the turtle shell, just behind
Primary Purpose: Demolitions. the hips. The Sweeper just reaches back and plucks them off.
Secondary Purpose: Demolitions Disposal. These Migs are somewhat different than the standard versions.
Mega-Damage: 1D4 M.D. They are not self-sustaining, so once they are removed from the
Rate of Fire: Requires one melee action to summon a Squig. armor, they will dry up and die within 48 hours if not used. It
Payload: 24 Squigs. Shellback Armor can create one Squig every takes 24 hours to grow a new Mig once one is removed.
12 hours to replace spent detonators. The maximum payload of Primary Purpose: Assault.
Squigs can be increased at a cost of 5 Bio-E for every 2 Squigs up Secondary Purpose: Defense.
to a maximum of 40 Squigs. Mega-Damage: 1D8x10 M.D. to a 12 foot (3.6 m) radius.
4. Tech Paralyzer Bio-Toxin: Mounted on the right forearm is a Rate of Fire: Requires one melee action to remove a Mig from the
small tube that is capable of spraying a special Bio-Toxin known armor.
as Tech Paralyzer up to 10 feet (3 m) away. It was designed to Bio-E Cost: 20 Bio-E per Mig Generator, up to a maximum of 2.
only affect small Bio-Tech devices like Migs and Trench Foot 3. Agitation Mine Generator: The turtle shell can be Bio-En-
Mines, but it can also be used to incapacitate Bio-Tech pistols, hanced to create small, baseball-sized explosives known as
small melee weapons, and other small Bio-Tech devices (larger Agitation Mines. The tiny mines are designed to detonate if
devices are completely unaffected no matter how many doses they are disturbed in any way. Even the vibrations from heavy
they are sprayed with). Any device sprayed with the chemical robots traveling too close to the mines can set them off. They
must make a roll to save vs non-lethal poison of 16 or higher or are grown within the turtle shell and released through a small
else be completely paralyzed for 2D6 melee rounds. Sweepers opening behind the left or right shoulder (pilot’s choice). Each
are very adept at spotting the signs of a successfully paralyzed mine looks like a lumpy ball of mottled brown and tan col-
device, so they know when it is safe to operate. ored flesh (to better help them blend in with the environment).
Primary Purpose: Demolitions Disposal. To activate the mine, the wielder first squeezes a small nerve
Secondary Purpose: Defense. cluster on top of the mine. He then has four seconds to place
75
the mine before it becomes active. Once activated, the slightest blazing and then fly away before the Splicer pilots can get into
touch will detonate the mine. Even the Sweeper that created position to retaliate. Their speed makes dogfighting nearly impos-
the mine cannot touch it without setting it off. These mines are sible, so pilots generally only have moments to try and squeeze off
surprisingly powerful on their own, but they are primarily used a lucky shot.
as detonators to set off larger traps. Sweepers love to use agita- This is where the Griffin comes in. The Librarians knew they
tion mines in combination with primer cord wrapped around would never be able to match the speed of the Machine’s forces,
support beams to drop thousands of tons of debris on top of the so they decided to go with a different approach. Instead of trying to
enemy. This is a great way to immobilize dangerous threats like chase down the enemy, they built the Griffin so that it could quickly
Assault Slayers. decelerate and grab on to anyone chasing it. It is quite a surprise for
Primary Purpose: Demolitions. any Sky Fighter closing in for the kill to suddenly see this beast flip
Secondary Purpose: Assault. around in midair and latch on to the craft’s fuselage. Once the mount
Mega-Damage: 4D8 M.D. to a 6 foot (1.8 m) radius. grabs on, it anchors itself to the aircraft by firing a pair of barbed
Rate of Fire: Equal to the number of attacks per melee. tentacles from its chest into the hull. This allows the Griffin to bite
Effective Range: Can be thrown up to 200 feet (61 m). with its powerful beak, fire off blasts of plasma breath, or tear the
Bio-E Cost: 8 Bio-E for every Agitation Mine up to a maximum craft to shreds with its deadly high frequency talons without fear of
of 20 mines. being shaken off. This strategy also keeps the War Mount clear of
4. High Explosive Putty Generator: Shellback Armor can be any of the Sky Fighter’s weapon systems. The only way to strike
Bio-Enhanced to create a special high explosive putty. It has the beast is for one of the robot’s allies to fire on it (which usually
the consistency of clay, and can be hand molded into any shape strikes the Sky Fighter as well). The introduction of the Griffin has
the pilot desires. It is generally used to create shaped-charges inspired the Archangels to adopt a similar strategy with their grap-
capable of punching through heavy armor. The putty is rather pling hooks, although they are not nearly as well equipped for this
durable and will not explode if exposed to normal S.D.C. fire, task as the Griffins are.
explosives, or electricity. It can only be detonated by Mega- When the mount finishes ripping the target apart at close range,
Damage fire, energy blasts, or explosives (like Squigs). The it then detaches the bone spears from the end of the tentacles and
putty is generated and stored within the turtle shell. When the flies off, leaving the target with another nasty surprise. These dis-
pilot needs some, a simple mental command causes the suit to carded bone fragments contain a powerful explosive chemical that
squeeze one pound of putty through the suit’s internal ductwork detonates within seconds of being exposed to air. Outriders and
where it emerges in the armor’s palm. The pilot can determine Archangels have become very proficient at inflicting just enough
which hand the putty will appear in. Spent putty regenerates at damage before breaking off their attack so that these spears finish
a rate of 1 pound (.45 kg) every 12 hours. the job. The Griffin actually has twenty of these tentacles arranged
Primary Purpose: Demolition. in two rows along the chest so that it can attach itself to multiple
Secondary Purpose: Assault. craft while the spent bone spears regenerate.
Mega-Damage: 1D6x10 M.D. to a 10 foot (3 m) radius. If the pi- The Griffin War Mount looks exactly like the mythical creature
lot takes the time to mold the putty into a shaped charge (which it was named after. It possesses the head and wings of an eagle and
takes 2 melee actions), the damage from the charge is increased the body of a lion. The front and back legs end in powerful clawed
by 50 percent. However, this does decrease the blast radius by 50 hands that allow the mount to grab, tear, and slash with any of its
percent. limbs. Even the wings can be used as weapons. The seemingly
Rate of Fire: Requires one melee action to summon one pound normal looking feathers are actually composed of a super- strong
(.45) of putty. ceramic material. This not only provides additional armored pro-
Bio-E Cost: 15 Bio-E for every pound of putty up to a maximum tection, but the razor sharp edges enable the wings to hack through
of 20 pounds (9 kg). armored plating with ease. The wings can propel the mount at a de-
cent speed, but the body is also lined with organic thrusters. These
not only increase the Griffin’s speed, but also provide it with its
New War Mounts stunning aerial maneuverability. The thrusters and tentacle bone
spears are concealed beneath the Griffin’s fur, so this creature
looks very much like the Griffins of legend. Aside from the War
Saddle, the only thing that detracts from its mythical appearance is
Griffin the lone eye mounted on the tip of its tail. This lets the beast and
its Outrider pilot keep an eye on any pursuers, so they know the
The Griffin War Mount is a relatively recent addition to human- perfect moment to flip around and attack.
ity’s arsenal, but it is already making a tremendous impact against When the Griffin War Mounts were first introduced on the
the Machine’s air forces. It was designed to intercept and destroy battlefield, the devastation they wreaked on the Sky Fighters was
the supersonic Sky Fighters, and it does so surprisingly well. Of unbelievable. No one expected them to be so effective. N.E.X.U.S.
course, its strategy for taking these fast flyers down is not quite has adapted her strategies somewhat to contend with these War
what one would expect (which is one reason the Machine is having Mounts, but even these adjustments have benefited the Resistance.
such a difficult time adapting). One weakness of Bio-Technology When a Griffin is spotted among the assault force, Sky Fighters
is that it has never been able to match the blistering speed of high- will tend to fire from outside of their maximum effective range
tech jet engines. Human ingenuity and the crazy daredevil flying of rather than risk getting grabbed during a close-range strafing run.
the Archangels and Outriders have allowed the Resistance to hold Even when they are not chasing these mounts down directly, the
their own, but Sky Fighters still fly circles around them in nearly Griffins still seem impossibly skilled at figuring out their approach
every engagement. Sky Fighters typically swoop in with their guns vector and intercepting them.
76
Another new Sky Fighter tactic that has backfired somewhat is Barbed Tentacles (20) – 85 each
their tendency to come to a dead stop in mid-air to avoid the Grif- * Head – 180
fin’s grappling attempt. Sky Fighters can go from full speed to a War Saddle – 100
hover in seconds, which even the Griffin has difficulty matching. * Main Body – 400
This may sometimes prevent the Griffin from grabbing its prey, * Depleting the M.D.C. of the Head or Main Body kills the
but the War Mount can still use its plasma breath (plus any addi- Griffin.
tional weapon enhancements mounted on it and the rider) to shoot
down the now stationary target. In addition, Archangels generally Speed:
fly support for the Griffin War Mounts, so they also get a free shot Running: 120 mph (192 km) maximum, but normal cruising speed
at any Sky Fighters that are foolish enough to come to a stop. The is only 80 mph (128 km). The act of running does tire out the War
Machine still has numerical superiority on her side, but the Resis- Mount but not the rider. The Griffin can run at top speed for up to
tance sees the introduction of the Griffin War Mount as an impor- two hours straight before needing to rest for 1D6x10+30 minutes.
tant step in taking back the skies. However, it can fight or trot along at cruising speed almost all day
(20 hours) without needing rest.
Class: Close Combat Aerial War Mount.
Crew: One pilot. Leaping: 50 feet (15.2 m) high or across, increase by 50% with a
M.D.C. by Location: short running start. Organic thruster assisted leaps can propel the
Wings (2) – 200 each Griffin an additional 200 feet (61 m) high or 500 feet (152.5 m)
Front Legs (2) – 150 each across.
Hind Legs (2) – 180 each Digging: 15 mph (24 km) through sand or dirt. 10 mph (16 km)
Clawed Feet (4) – 80 each through clay, rock or stone. Digging does not tire out the War
Tail – 80 Mount and it can dig an adequate hole to cover itself in 2D4 me-
Tail Mounted Third Eye – 10 lees.
77
Swimming: 30 mph (48 km). Maximum depth is only 200 feet (61 +4 to parry, +4 to dodge, +6 to dodge while flying, +6 to roll with
m). punch, +3 to pull punch, +2 to disarm, pin/incapacitate on a natural
Flying: Maximum speed is 450 mph (720 km), with a cruising 18-20, cannot be surprised from behind, and impervious to Horror
speed of 150 mph (240 km). The Griffin can reach speeds of nearly Factor, disease, and poison.
600 mph (960 km), but only for short bursts of 2D4 minutes, after Equivalent (Instinctive) Skills of Note: Land Navigation 90%,
which the Griffin must drop down to cruising speed for the next Track by Scent 65%, and understands the Native Language of the
hour. It can also hit speeds of 800 mph (1,280 km) when perform- Great House that created it and one other common language at
ing a steep power dive. When the War Mount wants to fly silently 70%.
(without the organic thrusters), it can only fly at a maximum speed Combat Capabilities:
of 200 mph (320 km) and a cruising speed of 80 mph (128 km). It Bite: 3D8 M.D.
can fly all day long at cruising speed, but only four hours at maxi- Restrained Talon Strike: 1D8 M.D.
mum speed before needing to rest for at least 1D4 hours. Talon Strike: 5D8 M.D.
Statistical Data: Power Talon Strike: 2D4x10 M.D., but counts as two attacks.
Height: 8-9 feet (2.4 to 2.7 m) at the shoulder. Dual Talon Strike: 2D4x10 M.D., counts as one melee attack,
Width: 5-6 feet (1.5 to 1.8 m) with a wingspan of 25 feet (7.6 m). but can only be done while in flight.
Length: 11-12 feet (3.3 to 3.6 m) with an 8 foot (2.4 m) long tail. Grappling Attack: This is the Griffin’s primary method for
Weight: 1 to 1.5 tons. attacking Sky Fighters. The War Mount quickly decelerates and
Cargo: Can carry 800 lbs (360 kg) on its back or 1200 lbs. (540 kg) allows any pursuing craft to slam into it so it can grab its prey
within its talons. Additional weight decreases the Griffin’s speed. and sink its claws in to hold on. This move inflicts 4D10 M.D. to
An extra 500 lbs (225 kg) decreases speed by 25 percent, an ex- the enemy craft, but it also inflicts 1D8 M.D. to the Griffin (this
tra 1000 lbs (450 kg) decreases speed by half, and any additional amount already includes the decrease in damage taken due to the
amount greater than 1,500 pounds (675 kg) total makes flight im- Resistance to Physical Attack Enhancement). Roll to strike as nor-
possible. mal. The Griffin has a special bonus of +6 to strike with this attack
Physical Strength: 1D4+36, Supernatural. (plus any attribute bonuses). In addition, the enemy is -3 to dodge
Production Cycle: 2 year gestation period plus 2 year growth cycle. this attack due to the sudden and surprising change in direction of
Operational Lifetime: 60 year life span. the Griffin.
Bio-Regeneration Rate: 6D6 per hour to the main body and 3D6 Shred Attack: Can only be performed when the Griffin is an-
per hour to all other locations. chored to the target with its barbed tentacles. The War Mount uses
Horror Factor: 13 against humans not familiar with the Griffin. all four talons and both of its razor-sharp wings to claw, slash, and
None against machines. tear the target apart. Inflicts 3D4x10+30 M.D., but counts as three
Feeding: The Griffin is a Carnivore. It needs to eat 30-60 pounds attacks.
(13.5 to 27 kg) of animal matter a day, and may gorge on up to 300 Wing Slash: 3D8 M.D.
pounds (135 kg) at one time. After gorging, the War Mount can High-Speed Wing Slash: This strafe attack can only be per-
go 2D4 days without feeding and without suffering any ill effects. formed at speeds of at least 100 mph (160 km). Inflicts 1D8x10
Color: The fur on its body is a light brown with a white underbelly M.D., but counts as two attacks.
and the feathers on its head and wings are white. Its four clawed Head Butt: 3D6 M.D.
feet and beak are a bright orange-yellow color. Other color vari- Body Block/Pounce/Ram: 5D8 M.D. (+2D8 M.D. if flying more
ants are solid fawns, Golden eagle, shadow gray & white, solid than 200 mph (320 km). Has a 01-70% likelihood of knocking an
black or solid white for arctic regions. opponent who is as large 20 feet (6.1 m) tall off of his feet and onto
Sleep Requirements: As an artificially created organism, the Grif- his back. If knocked off his feet, the victim loses initiative and two
fin only requires 4 hours of sleep per day. melee attacks. A ram counts as two attacks.
Other Data on the Griffin: Senses and Features: Standard for War Mounts plus the following:
An unmanned Griffin is able to operate independent of a rider Resistance to Physical Attack: Beneath the skin is a layer of
using its animal-like intelligence and instincts to respond to any thick tissue filled with an impact resistant fluid that cushions the
given situation. The Griffin feels a close kinship with its rider and War Mount from blunt attacks like punches, kicks, falls, and ex-
other caregivers it is familiar with and will come to their aid if plosive concussions (all of which inflict half damage). It is mainly
threatened, but it will not come to the aid of unknown humans un- used to protect the Griffin from the impact of grabbing onto pursu-
less ordered to do so by a Packmaster, Outrider, or Archangel. The ing aircraft.
exceptions to this rule are the Archangels. Griffins feel a special Tail Mounted Third Eye: Mounted on the tip of the Griffin’s tail
bond with their “little flying brothers” and will take to the skies to is a single Advanced, Armored Eye. It possesses Enhanced Sight,
help any Archangel in need. just like the War Mount’s normal eyes. It is primarily used to track
Alignment: Anarchist. Griffins are usually calm and relaxed. They enemies chasing after the Griffin, but many Outriders also use it
generally only fight when commanded to do so or when directly as a periscope during times when the mount is hiding underwater,
threatened. hidden in deep crevices of cliff faces or concealed underground.
War Mount Attributes: I.Q. 1D6+2, M.E. 1D6+8, M.A. 1D6+8, Griffin Bio-Weapon Systems:
P.S. 37-40, P.P. 2D6+8, P.E. 2D6+14, P.B. 3D4+6, Spd. 120 mph 1. Plasma Breath: The mouth, throat, and lungs of the Griffin
(192 km) on the ground, 450 mph (720 km) in flight. have been modified to allow it to exhale a chemical spray that
Number of Attacks per Melee: 4. ignites on contact with air to create a powerful fire blast.
Combat Bonuses: +4 on initiative, +4 to strike in hand to hand Primary Purpose: Assault.
combat, +6 to strike when attempting to grab onto an opponent, Secondary Purpose: Defense.
78
Mega-Damage: 6D12 M.D. Mega-Damage: Slash from a single wing inflicts 6D6+15 M.D. A
Rate of Fire: Once per melee round, but counts as two melee at- high-speed strafe attack inflicts 1D8x10+10 M.D., but counts as
tacks. two attacks.
Effective Range: 40 feet (12.2 m). Bonuses: +1 to strike and +2 to parry.
Payload: 36 blasts per 24 hours. Automatically regenerates over a
24 hour period.
Bonuses: +4 to strike, but this is the only bonus that applies to the
Plasma Breath.
Skull Cracker War Mount
2. Barbed Tentacles: Mounted in the chest of the Griffin are two The Skull Cracker is a fast-attack aerial War Mount. It looks
rows of ten retractable tentacles that end in five inch (12 cm) like a large, heavily armored Pterodactyl with muscular legs, dark
long, barbed bone spears. They are completely concealed be- green armor plating and skin. Its carnivorous lizard head more re-
neath the fur of the Griffin until fired at their target. Their pri- sembles that of a mixture between a dragon and an ankylosaurus
mary purpose is to anchor the War Mount to its prey so it can than a Pterodactyl, but what makes the design truly unique is its
freely attack without fear of being shaken off during high-speed thick, muscular neck, armored plating and large ram horns. Its
maneuvers. The tentacles can be cut or allies can attempt to pull powerful wings allow it to reach impressive speeds, and its body
the Griffin off, but it requires a combined Robotic/Splicer P.S. is lined with multiple organic thrusters, which makes it one of the
of 65 or higher to rip the beast loose. When the War Mount fastest War Mounts in the Resistance. The beast is not as big as
finishes attacking its target, it mentally signals the tentacles to some of the larger aerial War Mounts like the Dracos or Zephyr,
detach from the bone spears so it can fly away. Once released, but it packs decent destructive power. Its only long-range arma-
the explosive chemical within the bone spears is exposed to ments are a pair of Pod Launchers that it uses to soften up the
the air, which causes them to detonate. Since they are already Machine’s air forces or tear apart large concentrations of ground
imbedded within the target, they inflict massive damage when troops, but its real strength comes from its very unconventional
they explode. method of attack.
Primary Purpose: Grappling. The War Mount gets its name from its primary method of at-
Secondary Purpose: Assault. tack. The skull of the beast is nearly one foot (0.3 m) thick, and
Mega-Damage: 6D8 M.D. per dual strike (always fired in pairs). it has an enormous pair of ram horns that allow it to crash into
When the tentacles detach from the bone spears, they detonate, opponents at incredibly high speeds without ill effect. The unique
inflicting 1D6x10+20 M.D. to a 6 foot (1.8 m) radius. design of the War Saddle helps protect the pilot during these colli-
Rate of Fire: Each dual strike counts as one melee attack. sions as well. The pilot lies in a prone position on the Skull Crack-
Effective Range: 10 feet (3 m). er’s back at a slightly elevated thirty-degree angle to give him a
Payload: 20 tentacles. Spent bone spears regrow after 4D6 hours. better field of vision. While on the ground, the pilot can move his
Bonuses: +3 to strike distant opponents, but +10 to strike when the head freely, but when the War Mount takes flight, the War Saddle
Griffin is already clinging to the target. grows around the pilot’s head in order to completely immobilize it.
3. High-Frequency Talons: The feet of the Griffin are prehensile This protects the rider from whiplash during high-speed impacts,
with three toes in the front and the “thumb” on the back of the but it does limit the pilot’s peripheral vision. The War Mount’s
heel. Each toe ends in a six inch (15 cm) long, high-frequency built-in radar helps compensate for this little side effect, plus most
talon. They are generally used for slashing attacks, but they can Skull Cracker riders will also enhance their armor with additional
also be used to grab hold of prey. It requires a combined Robot- eyes on the sides of their head.
ic/Splicer P.S. of 50 or higher to break free of the Griffin’s grip. The Skull Cracker is one of the favorite War Mounts among
Primary Purpose: Assault. Archangels and Outriders that prefer speed, maneuverability and
Secondary Purpose: Grappling. durability over firepower. They are primarily used to support
Mega-Damage: Each foot inflicts 5D8 M.D. and a dual strike in- ground forces and cover the backs of the slower, more powerful
flicts 2D4x10 M.D. (counts as one melee attack, but can only be War Mounts like Dracos and Zephyrs, but some field command-
performed while in flight). All four limbs can engage the same ers have found that Skull Crackers are more effective when their
target, but only when the Griffin is secured to its target with its crazy pilots are just allowed to cut loose. When this happens, it is
barbed tentacles. This attack inflicts 3D4x10+30 M.D., but counts truly a sight to see. These speedy beasts become an absolute blur as
as three attacks. they blaze all across the battlefield. They constantly ram into Sky
4. Ceramic Wings: The Griffin’s feathers are actually composed Fighters and other flyers, bombard ground forces with their Pod
of a durable ceramic material that not only provides excellent Launchers, and swoop down to seize Steel Troopers and Slicer Ro-
armor protection, but also make deadly slashing weapons. The bots in their powerful talons. Only the best among the Archangels
wings can be used like an enormous sword when fighting on and Outriders are ever issued a Skull Cracker, and it is a common
the ground, or they can be used to slash opponents during high- goal of nearly every one of these lunatic pilots to take to the skies
speed strafing runs in the air (minimum attack speed is 100 mph on the backs of one of these beasts. Because of the growing popu-
/160 km). In addition, the Griffin can use its wings to parry larity of the Skull Crackers there is a smaller variant more similar
melee attacks (the wings take no damage on a successful parry) to a raptor dinosaur called the “Sky Slammer,” designed for pilots
or as a shield against weapons fire (in this case, the wings take who want the speed with less scale. (Stats listed in parentheses
half damage from the attack). The Griffin cannot parry weapons reflect the Sky Slammer variant.)
fire. It needs to shield itself (or someone else) before the enemy Class: Attack Aerial War Mount.
attacks. Crew: One pilot.
Primary Purpose: Assault. M.D.C. by Location:
Secondary Purpose: Defense. Wings (2) – 180 each (140 each)
79
Legs (2) – 160 each (120 each) (Sky Slammer variant: Maximum speed is 650 mph (1040 km),
Clawed Feet (2) – 110 each (80 each) with a cruising speed of 350 mph (560 km). The Sky Slammer can
Tail – 180 (120) reach speeds of nearly 1,200 mph (1,920 km) when performing a
Pod Launchers – 120 each (85 each) steep power dive. When the War Mount wants to fly silently, it can
* Head – 280 (225) only fly at a maximum speed of 400 mph (640 km) and a cruis-
War Saddle – 100 (75) ing speed of 150 mph (240 km). It can fly all day long at cruising
* Main Body – 360 (190) speed, but only six hours at maximum speed before needing to rest
* Depleting the M.D.C. of the Head or Main Body kills the for at least one hour.)
Skull Cracker. Statistical Data:
Speed: Height: 10-11 feet (3 to 3.3 m) standing upright with legs hunched,
Running: 60 mph (96 km) maximum without a rider, but only but 14 feet (4.2 m) standing straight up. When walking quadruped
30 mph (48 km) when carrying a pilot. The act of running does like a bat with its wing arms and hind legs it is 4.7-5.5 feet (1.4
tire out the War Mount but not the rider. The Skull Cracker can to 1.6 m) high. (Sky Slammer: 7-8 feet (2.1 to 2.4 m) standing
run at top speed for 1D4 hours straight before needing to rest for straight up, but 3 feet (0.9 m) when lying on its stomach.)
1D6x10+30 minutes. Width: 6 to 6.5 feet (1.8 to 1.98 m) from one Pod launcher to the
Leaping: The legs are surprisingly powerful which allows it to leap opposite pod Launcher and wings closed. It has an open wingspan
30 feet (9 m) high our across. Organic thruster assisted leaps can of 48.5 feet (14.78 m). (Sky Slammer: 4 feet/1.2 m with a wing-
propel the Skull Cracker an additional 200 feet (61 m) high or 500 span of 20 feet/6.1 m.)
feet (152.4 m) across. Length: 11-12 feet (3.3 to 3.6 m) from the tip of its nose to the
Digging: Not possible. rump. Also has a 12 foot (3.6 m) long tail.
Swimming: 120 mph (192 km). Maximum depth is only 500 feet Sky Slammer: 8-9 feet (2.4 to 2.7 m) from the tip of its nose to
(152.4 m). the ends of its feet, plus a 7 foot (2.1 m) tail.
Flying: Maximum speed is 600 mph (960 km), with a cruising Weight: 1.5 tons (1350 kg) (Sky Slammer: 800 pounds (360 kg)).
speed of 300 mph (480 km). The Skull Cracker can reach speeds Cargo: Can carry 1,000 pounds (450 kg) on its back or 2,200
of nearly 900 mph (1,440 km) when performing a steep power pounds (990.9 kg) within its talons. Additional weight decreases
dive. When the War Mount wants to fly silently (without the or- the Skull Cracker’s speed. An extra 450 pounds (204 kg) decreases
ganic thrusters), it can only fly at a maximum speed of 400 mph speed by 25 percent, an extra 600 pounds (270 kg) decreases speed
(640 km) and a cruising speed of 150 mph (240 km). It can fly all by half, and any additional amount greater than 900 pounds total
day long at cruising speed, but only eight hours at maximum speed makes flight impossible.
before needing to rest for at least one hour.
80
Sky Slammer: Can carry 500 pounds (225 kg) on its back, or 70%. Recognizes robots and machines as enemies to be destroyed
1,200 pounds (540 kg) within its talons. Additional weight de- or chased away.
creases the Skull Cracker’s speed. An extra 300 pounds (135 kg) Combat Capabilities: The War Mount may use its long-range
decreases speed by 25 percent, an extra 500 pounds (225 kg) de- weapons or engage in hand to hand combat, or combine the two.
creases speed by half, and any additional amount greater than 900 Bite: 3D8+10 M.D. (3D8 M.D.).
pounds (405 kg) total makes flight impossible. Restrained Talon Strike: 1D8 M.D. (1D6 M.D.).
Physical Strength: 1D6+30 (1D6+20). Talon Strike: 3D8 M.D. (2D8 M.D.).
Production Cycle: 1.5 year gestation period plus one year growth Power Claw Strike: 1D6X10 M.D., but counts as two attacks
cycle. (Sky Slammer: One year gestation period plus one year (6D8 M.D., but counts as two attacks).
growth cycle.) Kick: 3D8 M.D. (4D6 M.D.).
Operational Lifetime: 50 year life span (60 year life span). Leap Kick: 5D8 M.D. (4D8 M.D.), but counts as two attacks.
Bio-Regeneration Rate: 4D6 per hour to the main body and 2D6 Tail Whip: 3D6 M.D. (1D8 M.D.).
per hour to all other locations for both variants. Body Block/Ram: 4D8 M.D. per every 100 mph (160 km). See
Horror Factor: 14 against humans outside the Resistance, none the Ram Attack below for complete details.
against robots (12). Senses and Features: Standard for War Mounts plus:
Feeding: The Skull Cracker is a Carnivore. It needs to eat 50 to Radar: Maximum range is 6 miles (9.6 km) in open spaces.
80 pounds (22.5 to 36 kg) of animal matter a day, and may gorge Reinforced Skull.
on up to 200 pounds (90 kg) at one time. After gorging, the War Bio-Weapon Systems:
Mount can go up to 4 days without feeding and without suffering 1. Pod Launchers (2): Mounted over each shoulder of the Skull
any ill effects. Cracker is a powerful Pod Launcher. They fire a burst of seed
Sky Slammer: A carnivore, it needs to eat 10 to 20 pounds (4.5 pods that explode on impact and shower the blast area with
to 9 kg) of animal matter a day, and may gorge on up to 80 pounds razor-sharp shrapnel. These weapons can devastate large con-
(36 kg) at one time. After gorging, the War Mount can go 2D4 centrations of ground forces during high-speed strafing runs.
days without feeding and without suffering any ill effects. Primary Purpose: Assault.
Color: The Skull Cracker is dark green in color with light tan ram Secondary Purpose: Defense.
horns, or in a tan and dark brown striped pattern or solid black with Mega-Damage: 5D8 M.D. per burst with a blast radius of 30 feet
blue trim highlights and sky blue, marble eyes. (9.1 m). When both launchers fire at the same target, damage is
Sky Slammers can be the same dark green as its larger brother 10D8 M.D. to a 50 foot (15.2 m) radius.
or it can be a speckled tan camouflage, all white with jet black eyes Rate of Fire: Each burst counts as one melee attack. A dual attack
or jet black with jade mint eyes. from both launchers counts as one melee attack.
Sleep Requirements: As an artificially created organism, the Skull Effective Range: 2,400 feet (732 m).
Cracker only requires 5 hours of sleep per day. The Sky Slammer Payload: Each Pod Launcher grows enough seed pods for 48 bursts
only requires 4 hours of sleep per day. per hour (96 total); automatically regenerates. (Sky Slammer: Pod
Other Data about the Skull Cracker: Launchers grow enough seed pods for 32 bursts per hour (64 total).
Unmanned Skull Crackers and Sky Slammers are able to oper- Bonuses: +1 to strike with a burst of pods.
ate independent of a rider using its animal-like intelligence and 2. Barbed Talons: The feet of the Skull Cracker are prehensile
instincts to respond to any given situation. They quickly learn that with three toes in the front and the “thumb” on the back of the
robots are the enemy and will attack them whenever they get too heel. Each toe ends in a four inch (10 cm) long, razor-sharp,
close. These War Mounts live for the thrill of combat just like barbed talon. This allows the Skull Cracker to easily grab tar-
their riders, and they enjoy mixing it up in the skies with the Ma- gets at high speed and keep them from breaking its grip. It may
chine. They only follow the commands of Packmasters, Outriders, be difficult for the victim to break free, but the Skull Cracker
or Archangels (Skull Crackers have an affinity for these fearless can easily tear the talons out of its prey whenever it chooses.
daredevils). Primary Purpose: Assault.
Alignment: Anarchist. The Skull Cracker is an adrenaline junkie Secondary Purpose: Grappling.
and quickly becomes bored and agitated when confined. They Mega-Damage: Each foot inflicts 3D8 M.D. and a dual strike in-
grow very close to riders with a similar personality type and will flicts 6D8 M.D. (counts as one melee attack). It requires a com-
actually come to their aid when threatened. bined Robotic/Splicer P.S. of 50 or higher to break free of the
War Mount Attributes: I.Q. 1D4+2, M.E. 1D6+8, M.A. 1D6, P.S. Skull Cracker’s grip. Whether the War Mount pulls the claws free
21-26, P.P. 1D4+20, P.E. 1D8+14, P.B. 1D4+1, Spd 60 mph (96 or the victim does, this action inflicts an additional 1D10 M.D.
km) the ground, 600 mph (960 km) for Skull Crackers and 650 Effective Range: 6 foot (1.8 m) reach.
mph (1,040 km) for Sky Slammers in flight. 3. Prehensile Tail: The tail of the War Mount is prehensile and is
Number of Attacks per Melee: 4. used to ensnare robotic prey. It is not designed for whipping, so
Combat Bonuses: +3 (+4) on initiative, +4 to strike in hand to hand it cannot deliver a very powerful strike.
combat, +2 to strike with ranged weapons, +2 to parry, +2 (+3) to Primary Purpose: Assault.
dodge, +4 (+6) to dodge while flying, +5 (+6) to roll with punch, Secondary Purpose: Defense.
+2 (+3) to pull punch, +5 (+4) to disarm, and impervious to Horror Mega-Damage: 1D8.
Factor, disease, and poison. Rate of Fire: Equal to the number of attacks per melee.
Equivalent (Instinctive) Skills of Note: Land Navigation 90%, Effective Range: 7 feet (2.1 m).
Track by Scent 65%, and understands the Native Language of the Bonuses: +3 to strike and parry, and +5 to dodge. These bonuses
Great House that created it and one other common language at only apply to the tail and no other bonuses.
81
4. Ram Attack: The Skull Cracker’s strongest and strangest at- kind of firepower, and they felt more comfortable putting it in the
tack. Even people familiar with this War Mount are often sur- hands of the loyal warriors that lived by the Code of Duty. Great
prised that it can survive such high-speed collisions. Every Houses all across the Resistance modified small groups of Dread-
100 mph (160 km) of speed inflicts 4D8 M.D. The War Mount guards and sent them out to field test the Harbinger, and the tests
and rider are protected from the impact, but at higher speeds, exceeded everyone’s expectations. The only problem that came
the Skull Cracker does take some damage. Any ram attack at back from these tests was a tendency for users to get too focused
speeds greater than 500 mph (800 km) means the War Mount on what was in front of them and lose track of their close surround-
also takes 20% of the damage. A ram attack has a 01-90% like- ings. Harbinger users were eventually equipped with a pair of ten-
lihood of knocking an opponent as large as 20 feet (6.1 m) tall tacles that possessed an Independence Bio-Enhancement. This
off his feet and onto his back. If knocked off his feet, the victim gave them some “partners” to watch their backs, and kept them
loses initiative and two attacks per melee. A ram attack counts from getting flanked so easily. The Sentinel Eels helped the Dread-
as two melee attacks. Skull Crackers are also able to perform naughts in close quarters combat where they were most vulnerable.
a head-on collision against other flyers. They have learned to In time, the sentient tentacle eels and the Host Armor’s massive
blunt the impact so that it is not fatal. In these cases, the Skull size increase became a badge of office that distinguished these
Cracker inflicts 2D6x10 M.D. against its target and only suffers heavy gunners as their own special class within the Dreadguard,
5D6 points of damage (counts as two melee attacks). causing people to refer to them as Dreadnaughts. While they are
seen as a distinct Special Forces unit, they are not afforded any
kind of elevated status over their fellow Dreadguards. Within the
New O.C.C. social hierarchy of the military, they are viewed no differently than
other Dreadguards, although so far, no Dreadnaughts have ever
risen to the rank of Warlord. It is quite possible that the amount
Specialty Upgrades of firepower and purpose invested into their Dreadnaught design
may have also cursed them to remain in the field and providing that
heavy firepower that the Resistance so desperately needs.
Note: More Specialties will be featured in an upcoming Source- Alignment: Any, but typically good or selfish.
book. Attribute Requirements: Must be a Dreadguard of 5th rank or
higher to be eligible. I.Q. and M.E. 14 or higher.
84
able tentacles which regenerate at a rate of 1D6 M.D.C. per melee upon by many who dispute its efficiency when wielding it, min-
round. Only the tentacles can be regrown once severed, all other utes after they have exhausted its destructive ammo.
locations require at least one point of M.D.C. in order to regener- Central Maw is a formidable set of crushing jaws filled with
ate. However, an Engineer can generate and attach a replacement powerful teeth and large spurs adorning the top of its broad head
limb with minimal difficulty. and neck. Jet black with a white stripe going down the middle,
Horror Factor: 9 for humans and other intelligent life forms; none the Maw uses its jaws to deliver a vicious bite (3D8 M.D.) into
against the machines. adversaries or into structures. This huge maw can stretch and
Senses and Features: Standard plus the following: Reinforced quickly lunge at attackers, like a snapping turtle, striking targets
Exoskeleton, Resistance to Kinetic Energy/Attacks, and Radar (+1 up to 6 feet (1.8 m) away. The jaws can retract the seized prey or
attack and helps detect, locate and target incoming opponents and item, bringing them into the horrific discharges of the cannons.
early target acquisitions). The victim can pull away (counts as one melee action/attack)
Sentinel Eels: These are actually tentacles that have been en- or be pulled out of the Harbinger’s Maw by comrades provided
hanced and modified to have gaping mouths filled with razor-sharp they match the Dreadnaught Armor’s Splicer P.S. Lastly, the
teeth. These fearsome tentacles can be used to rip and tear their maw is also able to spew a gaseous fluid that instantly ignites
prey to shreds, or the Host Armor can actually use them to feed. the liquid streams fired from the three Spore Discharger Can-
Furthermore, these tentacles have evolved into symbiotic creatures nons that are also mounted on the Harbinger.
capable of thinking and fighting independently of the Host Armor. Side-Mounted Velocity Cannons (2): These twin cannons re-
They will alert the pilot of potential threats, attack enemies on their semble the mouths of a viper with a barrel shoved down their
own, and even defend the armor when the pilot is rendered uncon- throats. They are the lethal cannons of the Harbinger that fire
scious. Of course, the tentacle is still a part of the armor and cannot high-velocity Burster Shards up to 3,000 feet (914.4 m). The
survive on its own, and the Sentinel Eels know this. The creatures cannons inflict 1D8x10+20 M.D. for a short individual burst of
instincts push them to fight and to defend the Host Armor even 10 rounds from one cannon or 2D6X10+20 M.D. per simulta-
over their own preservation. Since the brain of the symbiotic Eel is neous bursts from both (counts as one melee attack). The can-
actually located inside the suit of Host Armor, a severed Sentinel nons can only fire in bursts; single shots are not possible. Each
Eel will regenerate completely given enough time. Each Sentinel burst creates an explosion with a blast radius of 15 feet (4.6 m)
Eel grows its own independent brain at the base of the tentacle and +5 feet (1.5 m) per additional burst fired. Damage is increased
a row of four tiny black bead-like eyes adorn each side of the maw. proportionately by bursts of 2, 3 or 6 bursts fired simultane-
The visual range of these eyes is only 100 feet (30.5 m), but that ously at the same target. The explosions can be heard up to
is more than adequate for the symbiotes as they are also equipped three miles (4.8 km) away. Payload: 120 per bursts per Velocity
with Motion Detector Pits adorning their lower jaws (Same as Mo- Cannon with an additional 600 rounds in a Munitions Reservoir
tion Detection Enhancement in Splicers® Role-Playing Game, housed in the back of the armor for reloads. It takes 2D10+30
page 81). minutes after every meal or 6D6 hours to re-grow a full load. It
Special Note: All previously purchased Dreadguard Host Ar- takes only 1D10 minutes to grow one full burst without a meal.
mor Bio-Enhancements carry over to the new Dreadnaught Host Spore Discharger Tusks (2): Two medium-range discharg-
Armor, but they do not override the Dreadnaught’s penalties and ers mounted on the sides and a long-range discharger directly
bonus restrictions. If the Dreadguard’s Host Armor already had underneath the cannon, each fires a stream of metal-eating
one of the listed Dreadnaught Enhancement then the Dreadnaught spores in a liquid form. Once the liquid comes into contact with
Armor inherits the pre-invested Bio-E points back and is allowed a robot, machine or any metallic object (including Technojack-
to spend the points on something else. ers armor), the spores burst like a stream of micro-explosive
Feeding: Standard for either Carnivore, Omnivore or Vampiric, rounds and begin to eat into the metal target. These spores are
plus the suit eats an additional 60-90 pounds (27 to 40.5 kg) of ineffective against living/organic targets. However, unlike most
minerals (stones, rocks, dirt, clay, etc.) a day to sustain the Sentinel Spore Dischargers, when the liquid is ignited by the Central
Eels and the Harbinger Munitions. The Sentinel Eels can consume Maw of the harbinger cannon, these spores turn into a blue na-
food while the Host Armor is inactive or occupied. palm plasma that is able to incinerate living targets as well. The
Sleep Requirements: Dreadnaught Armor requires 2D4 hours spore dischargers inflict the standard damage listed in the Splic-
for Carnivores and 1D6 hours for Omnivores of sleep/rest/inactiv- ers Main Book, page 104. When used as a napalm discharger,
ity per day, during the day or night hours. Vampiric Dreadnaughts the damage and effects are identical to the napalm discharger on
do not require sleep, but must rest 2D4x10 minutes after feeding, the Dracos War Mount, (Splicers Main Book, page 115). Range
during which time the armor is sluggish (reduce attacks per round is reduced to 500 feet (152.4m).
by -2, speed and combat bonuses by 25%).
2. Sentinel Eels (2): Within the armor’s Back Carapace shell are
Combat Bonuses: +1 to strike, +5 to parry (mainly due to the
two large chambers that house the alien symbiotes that mature
retractable tentacles), +3 to entangle, +1 to disarm, and +4 to roll
into Sentinel Eels. Their voracious tentacles were enhanced and
with punch. Note: Due to the size and weight of the cannon and
augmented into powerful constrictor-like creatures, each with
armor, a Dreadnaught can never have a dodge bonus higher than
a deadly maw filled with fangs. Sentinel Eels are symbiotic
+3, regardless of any enhancements chosen.
creatures capable of fighting independently of the Dreadnaught
Dreadnaught Weapon Systems: Armor; biting, pummeling, coiling and constricting opponents
1. Harbinger Cannon: A dual, handheld, heavy assault cannon, that dare get into close range of the Dreadnaught. The Dread-
the Harbinger Cannon has come a long way in the form of field naught pilot can seize complete control over the Sentinel Eels at
tested and proven firepower. It is a sophisticated monster of a any time and utilize them like an extension of his own body, but
weapon composed of three major components and is frowned with heavy firepower suppression often being the focus, most
85
Dreadnaughts simply let the Eels operate freely as vicious, de- lord’s Armor has been equipped with Organic Thrusters built into
fensive counters against close proximity opponents. its backpack and lower legs for fast flight and leaping capabilities
Primary Purpose: Defense. to keep up with his Gore pack. Instead of having retractable Bone
M.D.C. of each Sentinel Eel: Each Eel has a starting M.D.C. value Blades, the armor has armored gauntlets that each house a retract-
of 4D6x10 points. A severed eel will completely regenerate within able, armor-plated, serpentine tentacle that secretes a Bio-Napalm.
3D8 hours. These wicked symbiotes are bonded to the Packlord’s armor and
Damage: Each successful Bite does: 3D8 M.D.C. Special Crush are well deserving of their name, “Gore Tentacles.” They pierce
/Squeeze attack first requires that a victim is successfully entan- and burrow their way through their opponents, causing 4D10
gled/grabbed and held. But instead of holding tight or biting, the M.D., plus an additional 1D8 per melee attack until removed. The
Sentinel Eel squeezes with the intent to crush and hurt its captive. gored victim will also be severely burned by a sticky Bio-Napalm
Damage is 3D4 M.D. per squeeze + Splicer P.S. punch damage. substance that is secreted by the Gore Tentacle, which burns and
Due to the Independence Enhancement, each constriction of the disintegrates the internals of machines and living creatures alike.
body counts as one of the Sentinel Eel’s Attacks (not the Host Ar- The chemical is the same Bio-Napalm produced by the Burner (see
mor’s melee attacks/actions). Victims can use their Escape Artist the Splicers® RPG, page 134). It is because of this deadly new
skill at +10% to escape (slip the hold), or the victim can pull away weapon’s use against fellow Splicers and the Bio-E strain placed
(counts as one melee action/attack)or be pulled out of the Eel’s on the wearers, that House Artemis placed a restriction on the re-
hold by comrades provided they match the Dreadnaught Armor’s production of these suits to only the elite of Packmasters (5th level
Splicer P.S. or higher). Anyone lower than this rank and tolerance loses control
Effective Range: Typically 10 feet (3 m) away from the Dread- of the Gore Tentacles and falls unconscious.
naught Armor is the maximum.
Bonuses: Each eel possesses two attacks per melee with bonuses
of +3 on initiative, +4 to strike, +3 to parry, and +2 to dodge. Both
Sentinel Eels can engage the same target, but each eel must roll to
New Gorehound Type –
strike independently. The previous bonuses for the tentacles only
apply when they are controlled by the Host Armor pilot. The pilot Maulers
also gains a bonus of +4 on initiative and +3 to Horror Factor when
Maulers are melee combat specific versions of the loyal, more
the eels are active and cannot be surprised from behind.
versatile Gorehounds. To become a Mauler, the Gorehound is re-
3. Twin Bone Blades: Located on the elbows of the Dreadnaught
turned to the Gene Pool for a number of months. When it emerg-
Armor are a wicked pair of large bone blades that are capable of
es, its form and genetic make-up have been completely redone.
slashing through the thickest armored hides or shredding metal.
Heavier and much more powerfully built, Maulers are extremely
Primary Purpose: Melee combat.
aggressive and very difficult to control, requiring extreme focus
Secondary Purpose: Defense.
and concentration from the Packmaster. Most Packmasters/Pack-
Mega-Damage: 1D6x10 M.D.
lords strategically unleash the Maulers upon adversaries, because
Bio-Enhancements Only Available to Dreadnaught Armor: once the hounds are engaged, they are difficult to pull off of a
1. Harbinger Munitions Generator: The heavy backpack of victim or might refuse to retreat (even if near death). If a Mauler is
the Dreadnaught Armor has a large Generator mounted on the engaged in melee combat, the Packmaster must lose one attack per
underside of the shell, just behind the hips. The Dreadnaught melee and reduce initiative by half if trying to control, divert or re-
plugs the Harbinger into one of the generator’s three ports and direct the Gorehound. Each additional Mauler that the Packmaster
the Cannon hums to life, with its massive maw hissing and has to regain control of subtracts an additional melee attack/action.
drooling, anticipating the heavy firepower it is getting ready to Only seasoned Packlords (Levels 9 or higher) have better control
unleash. The Munitions Coil meticulously feeds the ammo to over Maulers (initiative is only reduced by -1 and no actions/at-
the Harbinger Cannon through a lubed inner tube with rows of tacks are lost).
small insect-like legs passing the munitions along and avoid- Maulers are loyal to their Packmasters/Packlords and to other
ing any undesirable jamming or lock-ups. The Coil is well-pro- Bio-Tech hounds, but their prey drive will easily trigger them to at-
tected with reinforced chitin plating and is extremely flexible. tack alien predators (28% chance), War Mounts (14% chance) and
The Munitions Generator reduces the time needed to replenish even animal-like Host Armors (11% chance) without provocation,
Burster Shells by half: 2D10+15 minutes after every meal or including allies (7% chance). House Artemis created the Mauler
3D6 hours to regrow a full load. It takes only 1D4+1 minutes to strain years ago, but considered them too unpredictable so they
grow one full burst without a meal. only produce them in limited numbers. Unfortunately, agents from
Primary Purpose: Ammunition Provisions. House Janus acquired the genetic code and used it to turn a large
Bio-E Cost: 35 Bio-E points. percentage of their Gorehounds into Maulers. The Maulers are a
bit of a double-edged sword. They are not nearly as fast or versa-
Packlord Upgrade tile as standard Gorehounds. Additionally, they lack the patience
needed on missions not involving direct combat, such as search
Elite Packmasters, proven in the field can become eligible to and rescue, demolitions detection, or reconnaissance. Maulers are
specialize their craft as a combat variant called the “Packlord.” only good for combat and killing; in these areas they excel. Cur-
These variants are designed specifically for excursions, close com- rently, there are three basic Mauler configurations that have been
bat and hunting. Packlords are gifted a prestigious Packlord Armor developed; each with its own suite of enhancements and specialty
that is nearly the same hide armor as the Elite Packmaster Armor for close quarters combat. Note: If the Gorehound already has any
(featured in The Rifter® #59, page 27, minus the Elongated Legs, of the listed Enhancement(s) before the Mauler augmentation, then
Leaping Legs and Retractable Bone Blades). Instead, the Pack- that Gorehound receives the pre-invested Bio-E points back and is
86
allowed to spend the points on something else. Once the process or done quickly and sloppily. One exception is guard duty; the
has been complete, any enhancements added following the Mauler Cerberus Hound excels at guard duty.
conversion require double the usual Bio-E cost. Maulers will only
listen to Packmasters (even non-elite) if their Packlord has fallen Shocker Type: The Shocker Gorehound creates a living dyna-
unconscious or has been killed. Because of this challenge and mo of electric power. Quite possibly the most radical of the Mauler
House Janus’ reckless nature, some rogue feral packs of Maulers types, Shockers are remade with a variety of enhancements and
have been sighted. changes: Increased Metabolic Rate, Electrical Resistance, Electri-
cal Discharger, Sonar, Electromagnetic Vision (the eyes resem-
Cerberus Type: There are many versions of Cerberus de- ble small, silver-colored, spider-like sensor spheres), Adrenaline
scribed throughout the Greek mythos; some describing the mon- surge, Increased M.D.C. (x2) and reinforced Exoskeleton. The
ster canine with a hundred heads to other stories indicating only Shocker’s most notorious weapons is its Lightning Bite which it
one head teaming with a large mane of serpents. However, the uses to disable, immobilize or to stun opponents. This makes the
most common and prevailing description is a massive, three-head- victim easier to secure or to destroy. The Shocker’s Lightning Dis-
ed canine with a stinger-like tail. This was the source of inspiration charger Jaws can emit a powerful jolt with a range of 50-feet (15.2
that the Artemis Librarians enjoyed the most. Having a powerful m) or touch. The Lightning Bite delivers 1D6x10 M.D. damage
three-headed Gorehound would be a formidable, melee combatant plus save vs stun attack (15 or higher, with any possible bonuses
in the field and operate as the ultimate enforcer of a Gore-Pack. To from P.E.) or they will also lose initiative, two melee attacks and
serve as a base foundation for the Cerberus Mauler Gorehound, the are a -4 on all combat actions for 2D4 melee rounds. The bite on
Librarians will enhance a Packmaster’s pre-existing Gore-Hound Host Armors and War Mounts inflicts the 1D6X10 M.D. to the
and grow two additional Gorehound heads & necks onto the pre- armor plus 2D6 S.D.C. or Hit Point damage to the pilot inside or
existing Gorehound’s body and then add the following Bio-En- riding the War Mount, but the pilot does not suffer any other penal-
hancements: Advanced Senses, Increased M.D.C. (x4), Reinforced ties. Machines and Technojackers take only the M.D. inflicted per
Exoskeleton, Enhanced Physical Strength, Stinger Tail, Medium blast. Technojackers with electrical generation abilities and wear-
Fangs and Medium Gore Cannon as a breath weapon for all heads. ing their Nanobot armor are immune to the electrical damage but
Any Bio-enhancements following this Mauler conversion requires still receive the bite damage (3D8 M.D.) caused by the Shocker’s
double the usual Bio-E cost. maw.
M.D.C. by Location: If a Shocker’s packmates arrive to join in melee combat the
Front Legs (2) – 116 each Shocker will either reduce its jolting electrical output or cease
Hind Legs (2) – 144 each to electrocute the target. This allows other packmates to deliver
Stinger Tail – 107 their damaging effects and special arsenals (unless they too are
Medium Fangs (6) – 20 (2 for each head) also Shockers). If the Shocker is biting an opponent and another
Heads (3) – 184 Shocker latches on to the same target, they can increase the elec-
Main Body – 450 trical output, causing double the stun damage and duration. This
Height: 4.5 feet (1.4 m) at the shoulders, 6 feet (1.8 m) to the top is the maximum stun that can occur no matter how many more
of the head. Shockers are biting the same target.
Width: 4 feet (1.2 m) shoulder to shoulder. M.D.C. by Location:
Length: 8 feet (2.4 m) nose to rump; plus a 16 foot tail (4.8 m). Front Legs (2) – 94 each
Weight: 620 pounds (279 kg). Hind Legs (2) – 122 each
Physical Strength: 25 Supernatural. Tail – 94
Horror Factor: 14 individually, 17 with four or more Gorehounds. Sensor Spheres (5) – 34 each
Augmentation/Gestation Period: Three month gestation period, Head – 174
plus another three months growth time. Main Body – 350
Combat Bonuses: 7 Attacks, +4 on initiative, +4 to strike in hand Height: 4.5 feet (1.4 m) at the shoulders, 6 feet (1.8 m) to the top
to hand combat (+5 for tail), +2 (+3 for tail) to parry, +3 to pull of the head.
punch/bite/tail strike, +3 to roll with punch, fall or impact, +2 (+3 Width: 3 feet (0.9 m) shoulder to shoulder.
for tail) to disarm, +4 to save vs Horror Factor, +4 on Perception Length: 10.5 feet (3.2 m) length from the tip of nose to the end of
Rolls, and +2 to save vs poisons/toxins and disease. the tail.
Combat Capabilities: Restrained Head Butt: 1D6 S.D.C., Full
Weight: 560 pounds (252 kg).
Strength Head Butt: 2D6 M.D. (+1D6 M.D.), Pawing Claw Strike
with Front Legs: 5D6 M.D., Biting Attack: 3D6 M.D.+2D8 M.D. Physical Strength: 23, Supernatural.
per head, Leap Attack: 2D6 M.D. and Running Leap Attack: 7D6 Horror Factor: 12 individually, 16 with Orion’s Pack.
M.D. (Leap Attack and Running Leap Attack have standard Gore- Augmentation/Gestation Period: Six months gestation, plus an ad-
hound likelihood knockdown percentages (+5%) as mentioned in ditional three months growth time.
the Splicers® RPG, page 118). Combat Bonuses: +1 attack per melee round, +5 on initiative, +5
Penalties: Max. running speed limited to 60 mph (96 km), regard- to strike, +3 to pull punch/bite, +3 to roll with punch, fall or im-
less of additional enhancements. Cerberus Hounds are highly pact, +2 to disarm, +4 to save vs Horror Factor, and +2 to save vs
aggressive, requiring an extra action/attack to command or take poisons/toxins and disease, +20 mph (32 km) to running speed. It
control of them during combat. -10% to prowl. Unless it involves can also leap 20 feet (6.1 m) higher and 40 feet (12.2 m) farther
intimidating people, sports, a physical challenge, fighting, hunting across than usual. Immune to all stun weapons and attacks. Half
or killing, the Cerberus simply isn’t interested. This means work damage from electrical-based attacks, including Lightning. Note:
and assignments involving the mundane are either ignored entirely When a Shocker is under the Adrenaline surge it has +2 Attacks
87
(7 total) and an additional +20 mph (32 km) per melee round for ians will enhance a Packmaster’s pre-existing Gore-Hound with
1D4+1 minutes. the following Bio-Enhancements and changes: Advanced Senses,
Penalties: Shockers burn through energy at a alarming rate; the Acid Blood, Horned Defense, Increased M.D.C. (x2), Reinforced
Shocker hound requires a 20 minute nap for every four hours of ac- Exoskeleton, Suction Cups and Gripping Hairs, Combat Tail and
tivity, in addition to normal sleep/rest requirements. Furthermore, each leg has a row of four Combat Spurs. The Shredder earns its
Shockers eat nearly constantly, requiring triple the usual amount of name with a devastating set of bio-organic chainsaws housed in its
food, 30-60 pounds (13.5 to 27 kg) of meat or carrion, for its me- upper and lower jaws. Each jaw has independent rows of rotary
tabolism. Shockers are also susceptible to Electromagnetic Pulse teeth resembling serrated blades that cause overwhelming damage
attacks which, if hit directly by a pulse, causes the Shocker to have (1D8x10 M.D.) to anything bitten by a Shredder. Shredders are
all of its combat bonuses and attacks reduced by half for 2D4+1 dicers in melee combat and with all the spikes, horns, and ser-
melee rounds and its sensors are unreliable; temporarily blinding rated edges, they are extremely difficult to parry, entangle, pin or
the Shocker Gorehound for 1D4 melee rounds. A blinded Shocker grapple with (Opponents reduce all parry bonuses by half). How-
will attack anything near it minus its Packmaster and packmates, ever, despite their playful nature and eagerness to romp and rough-
which are scent coded to the Shocker. If the Packmaster is in line house, they are very difficult to train and to play with. Trying to
of sight of the Shocker and spends one melee action, they can pet a Shredder is like trying to pet a squirming, wiggling blender
guide the Shocker’s movements and residual attacks. running at full speed. When Shredders are excited, even fellow
platoon members know to look out to avoid undesirable slashes
Shredder Type: The most alien looking of all the Maulers, when they dart off.
Shredders appear to be a mass of walking spikes, serrated spurs,
teeth, and horns. Able to absorb tremendous punishment and vir- M.D.C. by Location:
tually impervious to pain, Shredders think nothing of jumping in Front Legs (2) – 109 each
where the fighting is the thickest. To create a Shredder, the Librar- Hind Legs (2) – 149 each
88
Tail – 117 was drawn to tales of combat and showed a natural aptitude to
Horns (16) – 61 each strategy and tactics. With some resistance from his noble family,
Combat Spurs (16) – 15 each (four on each leg) Tristan began his Dreadguard training as a young teenager. By his
Head – 197 sixteenth birthday, the future Warlord had a dozen major battles
Main Body – 390 under his belt and had received numerous decorations for bravery.
Height: 4.5 feet (1.4 m) at the shoulders, 6 feet (1.8 m) to the top Though young, he showed an extraordinary grasp of battlefield
of the head. tactics and was consistently able to think clearly in combat.
Width: 3 feet (0.9 m) shoulder to shoulder. By age twenty, Tristan was promoted and given command of
Length: 10.5 feet (3.2 m) from the tip of the nose to the end of the one of the House outposts. There he gained a reputation for being
tail. a fair and even-handed commander. He insisted on leading from
Weight: 560 pounds (252 kg). the front, standing shoulder to shoulder with his troops and earning
Physical Strength: 23, Supernatural. the respect of those who followed him. It was also at the outpost
Horror Factor: 13 individually, 16 with four or more Gorehounds. that he began taking an interest in the design and development of
Augmentation/Gestation Period: Two months gestation plus an- bio-weapons and equipment.
other three months growth. The next step in the Warlord’s growing fame blossomed at the
Combat Bonuses: 6 attacks per melee round, +2 on initiative, +3 age of twenty-three. Still in command of the outpost and continu-
to strike, +3 parry, +5 disarm, +3 to pull punch/bite, +3 to roll ing to make a name for himself, he achieved a stunning victory
with punch, fall or impact, +4 to save vs Horror Factor, and +2 to over the Machine. Leading a force of several hundred, he sound-
save vs poisons/toxins and disease. Any and all hand to hand at- ly defeated a full strength Robot Battalion. Tristan orchestrated
tacks directed against the Shredder with a strike roll of 12 or less the perfect ambush, his troops splitting the battalion into smaller
means the attacker will hit one of the horns and inflict 2D10 M.D. groups and eliminating them entirely. Tristan himself personally
damage to himself. A running ram/body attack or block inflicts an destroyed one of the two Land Dominators assigned to the Bat-
extra 2D6 M.D. in addition to the paw strike/P.S. damage for the talion. Even more impressive was the fact that the Land Domina-
Gorehound. tor was being possessed by the N.E.X.U.S. personality, Kali. This
Combat Capabilities: Full Strength Head Butt: 3D6 M.D., Paw- victory stunned both N.E.X.U.S. and the Resistance and placed
ing Claw Strike with Front Legs: 5D6 M.D., Biting Attack: 3D6 Artemis on the fast track to leadership of the House and brought
M.D., Leap Attack: 2D6 M.D. and Running Leap Attack: 7D6 him to the top tier of the most wanted list by the Machine. Tristan
M.D. (Leap Attack and Running Leap Attack have the the standard became the Warlord of the Great House Artemis at the unheard of
Gorehound likelihood knockdown percentages as mentioned in the age of twenty-six.
Splicers® RPG, page 118). With his newfound leadership and the resources of the Great
Penalties: Shredders simply ignore pain. While this may sound like House at his disposal, the freshly minted Warlord began to ex-
a good thing, Shredders will often take on anything, easily biting plore his interest in bio-weapons design to its fullest. One of his
off more than they can chew and fight until they collapse (down to earliest ideas was the formation of an elite, personal strike force
one M.D.C.), ignoring discomfort, injury and blood loss and with- dubbed “Beast Walkers.” Shrouded in secrecy, all Beast Walker
out noticeable physical penalties/incapacitation. This can lead to candidates were enhanced to some degree, then outfitted with tre-
severe injury, complications and death, even when seeking medi- mendously powerful Host Armor, easily able to take on squads of
cal help could have stopped bleeding and prevented further dam- robots single-handedly. Tristan was the first to volunteer for the
age. Packlords must always keep a close eye on Shredder hounds. process and led the Walkers himself. The Walkers were a terror
on the battlefield for a number of years, regularly completing mis-
sions others would consider suicidal. Yet the victories came at a
Great House Artemis heavy cost and the group was ultimately disbanded.
Like his natural aptitude for battle, the Warlord’s ideas have led
to great prosperity and recognition for the Great House of Arte-
Non-Player Characters mis. Its innovative designs are considered to be top of the line and
its research and development is second to none. Artemis grown
weapons and equipment of all kinds can be found throughout the
Warlord Tristan
Resistance.
Now approaching fifty, Warlord Artemis shows very little signs
of slowing down. Healthy and trim, he continues to keep his mind
Artemis the 4th and body honed and disciplined. His daily routine includes a gru-
eling training and workout regimen that many half his age can’t
Since the first days of the Resistance, the Great House Artemis keep up with. He considers mental fitness as important as physical
has been one of the leading forces in the fight against N.E.X.U.S. and regularly enjoys strategic games and tests to keep his mind
Always a military powerhouse, they have become best known over and body honed. Though by necessity, he is limited by his title,
the past few decades for the steady stream of ingenious Bio-Tech Warlord Artemis fights at the front line whenever he can. In battle,
devices and weaponry that continue to spring from their Gene his massive, saber-toothed Host Armor, Ailuros, is usually where
Pools. Under the guidance and leadership of their current Warlord, the fighting is thickest, its great maw and spiked mace tail tearing
Tristan Artemis IV, the House has flourished. Warlord Artemis through enemy robots like a force of nature. Where Warlord Arte-
is a hard-charging fighter and a natural leader on the battlefield, mis goes, the House follows, rightly confident of victory.
headstrong and straightforward. Despite the impressive pedigreed Full Name: Tristan Artemis IV, Warlord of the Great House Ar-
heritage of his royal family and a privileged upbringing, Tristan temis
89
Alignment: Scrupulous. Super Healing: Regenerates 1D4 M.D.C. per minute and can
Attributes: I.Q. 16, M.E. 20, M.A. 23, P.S. 19, P.P. 18, P.E. 19, regrow any lost appendages except eyes.
P.B. 14, Spd 18. Superior Senses: Crystal clear sight and hearing (can clearly
M.D.C.: 82, plus any from Living or Host Armor. Due to enhance- recognize a human face at 1,000 feet/305 m and hear a whisper
ments made as part of the Beast Walker program, Warlord Ar- at 50 feet/15 m). Sense of smell is enhanced and the Warlord
temis is a minor M.D.C. being. can follow a scent trail that is up to two hours old.
Age: 48. Height: 6 feet, 1 inch (1.8 m). Weight: 215 pounds (96.7 Skills of Note: Appraise Goods, Bio-Comms, Biology, Climb-
kg). ing, Creative Writing, Excavation, First Aid, Genetics, History,
Appearance: Warlord Artemis looks like a typical career military Host Armor Combat, Land Navigation, Machine Lore, Ma-
officer: neat, ramrod straight, his close-cropped hair slightly chine Technology, Military Etiquette, Operate Bio-Equipment,
graying at the temples. He’s lithe and muscular with just a hint War Mount Combat, Wilderness Survival and Xenology at
of a stomach that somehow resists his punishing workouts. A 98%, Creative Writing 85%, Bartering 66%, Creative Writing
handsome man, his face nevertheless carries the look and the and Research 55%, Public Speaking 50%, Boxing, Kick Box-
lines of age, war and responsibility. ing, Running and Wrestling.
Disposition: Tristan is blunt and no nonsense, with an aura of au- Weapon Proficiencies: Sword, Knife, Heavy Bio-Weapons, Light
thority and leadership. He is usually straightforward and bru- Bio-Weapons, and Paired Weapons.
tally honest, especially when dealing with military strategy and Allies: As the Warlord of a Great House, Artemis can rely on the
evaluation. These same characteristics often make diplomacy support of nearly all members of the House. In addition, the
problematic for the Warlord; he has little patience for the verbal Great House has strong ties with numerous cells and factions
feints and parries required. Despite his sometimes harsh and within the Resistance, including the House of the Barren Marsh
demanding demeanor, the Warlord can be surprisingly friendly, and several Technojacker clans.
sincere, and open under the right circumstances. Enemies: The Warlord considers N.E.X.U.S. and its forces to be
Strict but fair, Tristan is always willing to listen to all sides his personal enemy. Only slightly below N.E.X.U.S. are Waste
of an argument or discussion, especially if presented in an orga- Crawlers and other raiders. Warlord Artemis considers these to
nized and cohesive fashion. His experience has taught him that be almost as bad as the Machine itself.
all points of view, no matter how different from his own, have Money and Valuables: Warlord Artemis can access any of the
a level of merit. He is a charismatic leader almost universally resources of the Great House.
loved by his House and especially its troops. Weapons and Equipment: Warlord Artemis primarily relies on
Experience Level: 12th level enhanced Dreadguard. his Host Armor, Ailuros (detailed below), for almost all com-
Combat Skills: Hand to Hand: Martial Arts, Boxing, Kick Box- bat. In the alternative, he can access any weapon or equipment
ing, Wrestling. in the Great House.
Attacks per Melee: 6.
Bonuses (All bonuses, including those from stats): +2 on initiative,
+4 to strike, +9 to parry, +9 to dodge, +5 to auto-dodge, +2 to
entangle, +3 to pull punch, +5 to roll with punch, +4 to disarm, Ailuros
+8 S.D.C. damage, +2 save vs mind control, +2 save vs toxic
gases, poisons, drugs and disease, +3 save vs Horror Factor, Personal Host Armor of Warlord Artemis
+5 save vs insanity, 75% trust/intimidate, +8% vs coma/death. When expecting combat, Warlord Artemis normally dons his
Combat Skills: Automatic Knockout on Natural 20, Back Flip, Host Armor, Ailuros. Designed with speed, stealth and infantry
Back Flip Attack, Back Flip Escape, Body Flip/Throw, Critical combat in mind, Ailuros looks like a massive, bipedal saber-tooth
Strike on an unmodified 18-20, Roundhouse Kick (3D6 dam- tiger. It is roughly humanoid shaped but big and husky, with broad
age), Axe Kick (2D8 damage), Karate Kick (2D6), Knee Strike shoulders, a barrel chest, relatively slim waist, powerful, thick legs
(1D8), Leap Kick (3D6 but counts as 2 melee attacks), and and a formidable spiked mace tail. It can run on two legs, but in-
Jump Kick (4D10 damage, but must be the only kick that melee creases its speed by sprinting on all fours in a loping manner. The
and uses up all attacks for that round. However, Artemis can hands and toes are clawed and a number of weapons add to the
still parry and dodge, just not make any other attacks). Body firepower of any weapons carried into combat (typically heavy
block/tackle does ID4 damage and the opponent must dodge weapons). The robust head and neck are strongly influenced by
or parry to avoid being knocked down. If knocked down the a prehistoric smilodon, with almond shaped eyes, sharp, pointed
victim loses initiative and one melee attack for that round. Pin/ ears, and a powerful muzzle housing massive fangs and metal-
incapacitate on a roll of I8, 19, or 20. Victims who are pinned crushing jaw muscles. Ailuros has hands with two thick fingers
are held in such a way that they cannot physically attack or and a thumb, each ending in a hooked claw, but the hands have full
move. Crush/squeeze is a bear hug-style hold that does 1D4 manual dexterity and can use weapons and equipment.
damage per squeeze attack. Like Artemis, his Host Armor has been enhanced as part of the
Special Abilities: Because of his Beast Walker modifications, Beast Walker program. A major modification, and ultimate fail-
Warlord Artemis has been enhanced to some degree. Though ing of the program, was an attempt to grant Host Armors a level
not quite superhuman, the Warlord’s senses are greatly height- of independent thought and action; not true sentience but some-
ened. He is a physical workhorse, able to push himself longer thing very close. While the modification was ultimately successful,
and harder than unaltered humans. the newly granted independence placed an extraordinary mental,
Super Endurance: Can remain alert and operate at full ef- physical, and even emotional strain on the Dreadguard who con-
ficiency for up to 3 days without sleep. Tristan requires only trolled them. Over time, most members of the program began to
about 6 hours of sleep every 3 days. suffer various physical and psychological problems. Some became
90
rabidly violent. Others devolved into near catatonic states, living Operational Lifetime: Currently has a 52 year life span.
out their lives with little more than a blank stare. Bio-Regeneration Rate: 1D6 M.D.C. per minute (6D6x10 M.D.C.
Almost all the original Beast Walkers are dead or retired now, per hour) for the main body and 1 M.D.C. per minute (1D6x10
but a few still remain throughout the Resistance, Warlord Artemis M.D.C. per hour) for all other locations.
included. Sadly, a few of the survivors are so insane they now hunt Horror Factor: 7 (against humans and similar beings, none against
their former comrades and other Splicers for sport or vengeance. the machines).
The guilt constantly gnaws at Warlord Artemis and he personally Feeding/Metabolism: The suit is carnivorous and eats from 10 to
looks into any reports that sound like a Beast Walker. 30 lbs (4.5 to 13.5 kg) of animal matter a day. It may gorge on up
Despite the dangers, Warlord Artemis continues to pilot Ailu- to 50 to 80 lbs (22.5 to 36 kg) at one time. After gorging, the Host
ros. For reasons no one can be sure of, he’s shown remarkable Armor can go for 2D4 days without feeding and without suffering
resiliency against the strain. Artemis functions equally well as both any ill effects.
a heavy assault unit and stealth operative, though Artemis prefers Sleep Requirements: The Host Armor has been modified as part of
to be in the middle of the action. As a front-line assault unit, Arte- the Beast Walker program and requires only 2D4 hours of sleep/
mis and Ailuros decimate enemies with barrages while closing the rest/inactivity every 72 hours.
distance for hand to hand. In close combat, the Armor becomes a Instinctive skills: Land Navigation 70%, Tracking (people) 65%,
predatory whirlwind of teeth, claws, and tail. During battle, Ailu- Track Animals 80%, and Wilderness Survival 60%.
ros can be seen cutting through fortifications and robotic limbs, Attacks per Melee: 10.
often spearheading the charge, his troops following behind to sup- Combat Bonuses: +11 on initiative, +7 to strike, +13 to parry, +14
port him. to dodge, +6 to auto-dodge, +3 to entangle, +6 to pull punch, +11
to roll with punch and +5 to disarm.
“Ailuros,” 12th Level Warlord Host Armor Senses & Features: Enhanced Passive Nightvision (light amplifi-
Class: Warlord Host Armor (Enhanced). cation), Range: 6,000 feet (1,829 m).
Crew: Warlord Tristan Artemis IV. Additional Senses & Features include Enhanced Hearing, Motion
Level: Twelfth. Detection, and Sensitive Whiskers.
Bio-E Remaining: 45 Bio-E points. Biological Defenses: Bio-Force Field, Reinforced Exoskeleton,
Base M.D.C. by Location: Regeneration: Enhanced, Enhanced Neurological Connections,
Hands (2) – 67 each Resistance to Heat. Legs & Feet: Elongated Running Legs, Or-
Arms (2) – 167 each ganic Thrusters
Legs (2) – 217 each Standard Weapons: 1. Medium-Sized Climbing Claws, 2. Large
Feet (2) – 69 each Saber Teeth, 3. Bio-E Vent (right forearm), 4. Long-Range Spore
Organic Thrusters (4) – 120 each Discharger (right shoulder) and 5. Omega Blaster (left chest panel).
Spiked Hammer Tail – 100 Specialized Weapons: As the Warlord of the House that special-
Long-Range Spore Discharger – 60 izes in new Bio-Technology & Weapons Dealing, Artemis has had
Omega Blaster Plate (Left Chest) – 107 some experimental and prototype weapons built into the armor.
Bio Energy Expulsion Vent (Right Forearm) – 56 These modifications are currently not on the open market, but may
Electro-Whip Tentacles (3) – 15 each be at some point in the future.
*Head – 197 1. Viper Injectors: Each of the massive ivory saber teeth are strik-
**Main Body: 425 and Bio-Force Field – 100 ingly similar to a viper’s fangs, having small of hollow cores
Speed: that receive a chemical concoction from a gland located near
Running: 120 mph (192 km) Note that the act of running does tire the base each tooth. On a successful bite attack, the chemicals
out its operator, but at a fatigue rate 90% less than normal, thanks can be injected directly in or on the target from a slit-like exit
to the musculature of the Host Armor. orifice on the front of the fang near the tip. (If the opening were
Leaping: Can leap up to 20 feet (6.1 m) high or 40 feet (12.2 m) at the very tip of the fang, its strength would be compromised
across from a standing position. and it would lack the sharp point necessary to penetrate a tar-
Digging: 20 mph (32 km) through sand or dirt, but half as fast get.) In the alternative, Ailuros can spit or spray the chemicals
through rock or stone. Digging does tire out the Host Armor, but at a short distance. Because of this modification, Ailuros peri-
a fatigue rate only 50% less than normal. To dig down enough to odically sheds its fangs and re-grows new ones roughly every
adequately hide the host takes 3D6 melee rounds. two months. The regrowth process is fairly rapid, with the new
Swimming: 30 mph (48 km/26 knots), and swimming tires out the fangs fully grown in about 6 hours.
pilot in the same manner as running. The organic thrusters can be Rate of Fire: The chemicals can be released once per successful
used to rocket underwater at speeds of up to 100 mph (160 km). bite attack.
Underwater Depth: The Host Armor can withstand pressure up to Maximum Effective Range: By bite or short-range spit of up to 12
700 feet (213.4 m) down. feet (3.6 m).
Flying: 200 mph (320 km), with a maximum altitude of 25,000 Payload: The glands produce enough chemicals for up to ten at-
feet (7620 m). tacks every 24 hours. The chemicals automatically regenerate
Statistical Data: within 24 hours of initial use.
Height: 11 feet (3.3 m), Width: 4 feet (1.2 m), Length: 3 feet (0.9 Damage: Against inorganic substances (ceramics, glass, plastics,
m), Weight: 540 lbs (243 kg), including Artemis’ weight. metals, etc.), the chemicals act as a burning corrosive, inflicting
Cargo: Only what he can carry or strap to his back. 3D8 M.D. on the initial attack, plus an additional 2D8 M.D. for
Physical Strength: 40 (Splicer Robotic Strength). 1D4+1 melee rounds or until washed off. The chemicals can be
91
used to burn through metal locks, doors, hatches, etc. and are ideal astating thundering bolts created by the wrath of the gods of
for acts of sabotage. Mt. Olympus. However, when it comes to fighting Splicers, he
Against organic substances (living flesh, fur, leather, Host Ar- would rather use long-range weapons with strategic discern-
mors, etc.), the chemicals cause severe burning, inflicting 2D8 ment and discretion; often preferring the Warrior’s Way of en-
M.D. on the initial attack, plus an additional 2D6 M.D. per round gaging in hand to hand combat. His knowledge and understand-
for 1D4+1 melee rounds or until washed off. In addition, the chem- ing of predatory species and big cats melds seamlessly into his
icals cause intense eye irritation and blurred vision (victims lose combative tactics and prowess as he would appear to pilot the
initiative and are -4 to strike, parry, dodge, and disarm for the du- Host Armor more akin to a feline monster and predator rather
ration). than an actual human.
2. Spiked Hammer Tail: Ailuros’s clubbing tail is lined with The damage below includes all applicable features.
numerous small spikes. While the spikes serve to increase the Head Butt does +1D6 M.D., a Running Pounce/Charge does
striking damage of the tail, they are also a devastating weapon an extra +3D6 M.D., and +2D6 M.D. bonus to punches, elbows
on their own. On a successful strike, a number of spikes can be and kicks from the character. +1 to roll with punch, fall or im-
made to break off, lodging themselves in the target. The small pact.
spikes only require a few seconds to regrow and not all are fired Restrained Punch: 5D6+ 15 S.D.C. or 1D4 M.D.
at once; the tail will not run out of spikes during combat. The Full Strength Punch: 4D6 M.D.
separation from the tail triggers a complex chemical process Power Punch: 6D6 M.D., but counts as two attacks.
that causes the spikes to explode within a few seconds. The Bite: 7D8 M.D.
explosions are small and localized (no blast radius), but quite Claw Strike: 6D6 M.D.
powerful as the force is narrowly focused directly into the tar- Kick: 4D6+4 M.D.
get. The resulting explosions produce a powerful concussive Leap Kick: 4D8 M.D., but counts as two attacks.
shock, capable of knocking most opponents off their feet. Head Butt: 2D6 M.D.
Mega-Damage: A strike with the tail inflicts 6D6 M.D. The spikes Body Flip/Throw: 1D6 M.D. plus loses one melee attack/
explode within a few seconds (one melee action) and inflict an action.
additional 1D6 M.D. Additionally, targets who weigh less than a Body Block/Ram: 6D6 M.D. and has a 01-50% chance of
ton have 01-45% chance of being knocked off their feet from the knocking an opponent who is as large as 12 feet (3.6 m) tall off
blast. If the victim is knocked down, he loses the initiative and one his feet. If successful, the victim loses initiative and two melee
melee attack/action. attacks/actions, but counts as two of Ailuros’ melee attacks.
3. Electro Whips (3): Three retractable tentacles can extend from 5. Beast Walker Modifications: As one of the original Beast
the forearms to lash and grapple opponents. The tentacles are Walkers, Ailuros has some level of independence and can take
prehensile, so they can be used to entangle, and even hold and limited action on its own. If for some reason the pilot inside
carry items or enemies. Once per melee round, an electrical the Host Armor is rendered unconscious, the creature will take
charge can be sent through the tentacles to inflict additional over. It operates under a bloodthirsty, alien symbiote intelli-
damage and possibly stun any trapped victims. gence with an appetite for destruction. The Host Armor will first
Mega-Damage: A whip or lash attack inflicts: 2D8 M.D. per ten- attack any threats in the immediate area, with no regard towards
tacle or 1D4x10+8 M.D from all three. May be used to entangle or strategy, battle plans, or collateral damage. Once the immediate
yank the target around. threats are removed, it will attack any target that doesn’t appear
Electro-Blast: As little as 1D6x10 S.D.C. or 1D8 M.D. per each to be totally harmless (robots are ALWAYS considered hos-
tentacle or 3D6 M.D. from all three. This electrical damage can be tile). However, a Host Armor will not attack anyone in Living
inflicted when used as a whip (add it to the strike damage) or when Armor or another Host Armor. Other humans may be consid-
an opponent touches or is held by one or more tentacles. There is ered potential targets, especially if armed or acting in a threat-
also a chance that the shock will stun an opponent for 1D4 me- ening manner. The Host Armor continues its rampage until the
lee rounds. The stunned opponent has only two attacks/actions per immediate area, roughly 100 foot (30.5 m) radius, looks safe.
round, no initiative, -8 on all combat maneuvers like strike, parry, It will then retreat to a safe area (outpost, Great House, staging
etc., and skill performance and speed are reduced by 70%. area, etc.) until the pilot has healed or regained consciousness.
The likelihood of a stun is as follows:
01-92% Human/humanoid without body armor.
01-65% M.D.C. humanoid with no body armor or human in
partial armor.
Drake Benton
01-50% Human in Living Armor, Nex-Androids and drones, 9th Level Archangel
minor M.D.C. animals or creatures.
01-30% Host Armor or Power Armored opponent, human-sized Once a fierce Dreadguard, Drake discovered that he enjoyed
combat robots or M.D.C. animals or creatures. the freedom of aerial mobility far more than being limited to pure
01-05% Large combat robots and M.D.C. animals or creatures. ground warfare. With roving Machine forces patrolling the lands
P.S. of Tentacles: 15 and hunting Splicers, he liked having the most versatile means of
Range: 10 feet (3 m) beyond the reach of the arm and hand. fighting. After a battle, he always looked to the skies, the domain
Tentacle Bonuses: +1 to strike and parry, +2 to disarm, and +4 to of the Machine and Angels. Both could choose to engage ground
entangle. Bonuses apply only when the tentacles are used. or aerial targets or could strategize tactics from a better viewpoint.
Payload: Effectively unlimited. Drake was so focused and consumed with the ideas of surviving
4. Hand to Hand Combat: Tristan enjoys raining heavy gunfire the battlefield and destroying his enemies that he realized he had
down on the machines heavy gunfire as if he were firing dev- overlooked other possibilities and the liberty that Biotech had to
offer. Drake sought bio-organic thrusters and once his Host Ar-
92
mor received them, he thought he was a “Flyer” among the Angels overblown sense of his own skill, however, and sometimes takes
until he was shot down. How wrong and humbled he was as he unnecessary risks with the assumption that no Machine could pos-
was left smoldering on the jungle floor, watching the Archangels sibly be good enough to shoot him down.
avenge his demise by dismantling the Machines in mid-air with Attributes: I.Q. 14, M.A. 14, M.E. 14, P.S. 18, P.P. 19, P.E. 18,
clever acrobatics, daredevil flying and precise weapon strikes. As P.B. 12, Spd 21.
Drake climbed out of the host armor’s carcass, he knew he would Notable Skills: Pilot Wing Packs 98%, Parachuting 98%, Detect
rise as an Angel. Drake went to Warlord Artemis for a change Ambush 75%.
and was granted the opportunity to prove himself. Several years Notable Equipment: Drake currently pilots the Nighthawk; a pro-
later, Drake has risen to become the pioneer of the “Angel Core” totype Living Body Armor and Wing Pack designed to test out
program and is testing out the Archangel stealth fighter prototype the newest features and concepts of Artemis for the Archangel
“Nighthawk” Living Body Armor. Stealth Fighter combat squadron. The Living Body Armor is a
Like many Archangels, Drake is confident, bold, quick to size- sleek, Heavy Hide Armor (150 Main Body M.D.C.) with a dual
up a situation and even quicker to respond. An expert pilot, Drake visor and a living wing pack fused to the suit. The Wing Pack
acts as a “flanker” in combat, often hanging back and waiting to has all standard features plus the wings are grown with the same
see how the enemy will act before taking action. He has such a ceramic style and capabilities used by the Griffin War Mounts.
good sense of how his Wing Pack handles that he receives an extra This enables it to fly, maneuver and slash adversaries with ease.
+10% on all piloting rolls and +3 to strike and dodge while flying. A slash from a single wing inflicts 4D6+10 M.D. A high-speed
Drake enjoys strafing runs against ground troops and is famous for strafe attack inflicts 1D8x10 M.D., but counts as two attacks
his ability to fly only a few feet above the ground, an action that (Bonuses: +1 to strike and +2 to parry). Drake’s Wing Pack
often causes enemy flyers to inadvertently crash. During combat, is equipped with: Compound Eyes, Long-Range Spore Dis-
he will often buzz inches over the heads of ground troops, drop- charger and Bio-Energy Vents on both wings. Drake’s armor
ping bombs and insults alike. Unfortunately, he has a somewhat has elbow Bone Blades, 6 Super Light Cells (3 on each chest
93
plate), and Armored Antenna radar on the helmet (features are
the same as Radar; see the Splicers® RPG, page 81). Drake Alexander Long
frequently carries a Pod Rifle, Bore Pistol, and several explo-
sives for strafing runs. 5th level Sweeper
Flying Speed and noteworthy Bonuses: Flying: Top Speed At a glance, no one would give Alexander a second thought.
472 mph (755 km), Cruising speed is typically 100 to 170 mph Rather short, somewhat unassuming, he normally avoids eye con-
(160 to 272 km). Accelerated Dive 672 mph (1,075 km) in a tact, his movements fidgety and nervous. But his eyes come alive,
steep downward dive. his hands as steady as a surgeon, and his face lights up when doing
6 Attacks (9 Attacks Airborne). what he truly loves: “playing” with explosives. Alexander’s booby
traps are quickly becoming legendary. He has set up explosives in
small packages such as clothing and even in letters. He can dis-
Shauna Davies guise mines so thoroughly nobody suspects them until it’s too late.
Alexander loves his job. Some say a little too much. His stories
Senior Sweeper about explosives and their effects (hilarious to him, horrifying to
most everyone else) make people nervous and can even be intimi-
A bombshell in every sense of the word, Shauna Davies is one of dating.
the most experienced explosive experts in the Great House. A stun- Even with the stories, Alexander can be a charming and funny
ningly beautiful woman, Shauna grew up surrounded by weapons guy, yet very eccentric. Alexander almost always has an explosive
and bio-tech. Her father was a tough and rugged Roughneck who device on his person, sometimes something visible like a grenade
taught her everything he knew about weapons, N.E.X.U.S., tac- or Chig. Other times, it may be disguised as a fairly common item
tics, and fighting. By the time she entered her teens, Shauna could like a pen or large button. Many people half expect him to explode
shoot, cuss, and drink as well as any front-line soldier. Though she himself one of these days.
looks like a model, she has the heart of a fighter and loves the mili-
tary life. But she loves to blow things up even more. From simple Attributes: I.Q. 22, M.A. 13, M.E. 20, P.S. 13, P.P. 17, P.E. 16,
booby traps to demolishing buildings, Shauna knows precisely P.B. 9, Spd 10.
how to use explosives to get the most effect. Her hand-crafted ex- Age: 31. Height: 5 feet, 11 inch (1.5 m). Weight: 243 pounds
plosives are more potent than normal and she even breeds her own (109 kg).
special Chigs and Migs. Thankfully, she loves defusing explosives Notable Skills: Disarm Bio-Tech Explosives 75%, Disarm Me-
almost as much as blowing things up. Despite her stunning looks, tallic Explosives 55%, Chemistry 60%, Concealment 45%,
Shauna constantly tries to downplay them so her skills and talent Sleight of Hand, Camouflage 65%.
are taken more seriously. She often acts like “just one of the guys,” Notable Equipment: Shellback armor (Reinforced Exoskeleton,
drinking and raising hell with the best of them. More than one 12 Organic Rockets, Light Bore Cannon), Pod Rifle, Light Cell
lecherous admirer has learned the painful lesson of keeping his Laser Pistol, 1D4 Chigs, 1D4 Migs, and 2D6 modified conven-
hands to himself. tional explosive charges (some hidden).
Shauna seems to have almost supernatural luck. She’s never
had an accident and hasn’t suffered so much as a scratch from an
explosion. Shauna’s presence on any team is seen as a sign of good Senator Norris Bane
fortune and she’s constantly requested for high value missions.
Despite her reputation, Shauna doesn’t trust assistants and does 15th Level Dreadguard
all the work herself. She breeds her own special Chigs and Migs Senator Bane is many things to many people: a legendary war-
and produces a small number of “custom” explosives for use on rior, an elder statesman, a powerful politician and an aging war-
missions. With the proper time and resources, Shauna will gladly horse past his prime. Regardless of personal opinions, even the
modify explosives for other members of her team. All explosives most passionate detractor speaks of the Senator with grudging re-
Shauna modifies (including her personal Chigs and Migs) inflict spect. An imposing figure at what many consider to be an advanced
50% more damage. For example, a normal Chig inflicts 5D8 M.D., age, the Senator has an aura of authority about him. His battered,
while one of her specially grown Chigs inflict 7D8 M.D. Shauna weathered visage bears the scars of a lifetime of war. Marred by
can only modify a few dozen improved explosives a week, so she an ugly slash that travels down the entire left side of his face and
will never have more than 5D6 modified explosives on hand at any across his throat, his otherwise handsome face seems to be locked
given time. in a perpetual grimace. How he survived such a horrendous wound
Attributes: I.Q. 19, M.A. 10, M.E. 19, P.S. 14, P.P. 18, P.E. 16, remains a mystery and it’s left the Senator with a voice that is little
P.B. 22, Spd 9. more than a gravely rasp. Yet even the rasp has the weight of au-
Age: 29. Height: 5 feet, 1 inch (1.5 m). Weight: 118 pounds (53.5 thority behind it. The Senator is a man who is not only accustomed
kg). to giving orders, he’s accustomed to them being followed.
Although a little too old (and too important) to be sent on com-
Notable Skills: Disarm Bio-Tech Explosives 87%, Disarm Me-
bat operations, the Senator deeply misses the glory and danger
tallic Explosives 67%, Trap Construction 76%, Trap & Mine
of fighting. In his youth, he was a military machine whose only
Detection 90%, Machine Technology 95%.
concern was ridding the world of N.E.X.U.S. Yet the Senator was
Notable Equipment: Shellback Armor (Bio-Force Field, Trench
never a raving lunatic or bloodthirsty berserker, but a true noble
Foot Mines, and Casting Launcher), Bio-Rocket Slinger, Bio-
warrior with a warrior mentality. He often would spare the lives of
E Pistol, 2D4 modified Chigs, 1D4 modified Migs, and 2D4
opponents he deemed worthy of mercy and on more than one oc-
modified conventional explosive charges.
casion, this honor would return to save his life. To this day, there
94
are at least a dozen high-ranking members of various Houses or
factions (and it is said, even a Waste Crawler tribe leader) who Leon Gold
owe their lives to Senator Bane’s mercy. Such is the legacy of one
of the Resistance’s great Dreadguard, a man of uncompromising Call Sign “Hyperion,” 8th Level Dreadnaught
principle and courage. When the Dreadnaught armor finally became a reality, Leon
Attributes: I.Q. 15, M.A. 25, M.E. 20, P.S. 13, P.P. 13, P.E. 15, Gold was the obvious (and only) choice for the pilot. Born and
P.B. 12, Spd 10. raised in the Wastes, Leon came to the House as a teenager after
Notable Skills: Host Pilot Combat 98%, Military Etiquette 98%, his tribe had been wiped out by N.E.X.U.S. His skill with all types
Public Speaking 98%. of weaponry and unarmed combat was unmatched, but his attitude
was terrible. Leon refused to take orders from officers he did not
Notable Equipment: “Aegis Thrasher,” his personal Host Armor,
respect and was frequently and openly insubordinate. A number of
has all the standard features, plus Chameleon Skin, Heavy Gore
former commanding officers were killed and injured under myste-
Cannon, Medium Bore Cannon, and Tentacle Harpoons.
rious circumstances, though nothing was even proven. While his
attitude has improved somewhat, Leon is still willful and can be vi-
olently stubborn. However, Leon has no leadership ability or head
Great House Janus for tactics and he knows it. He will happily follow orders from
respected officers and he holds Colin Loker in the highest regard.
Ambush Team Leon has an almost savant-like ability with weapons. From knife
to Host Armor to his bare hands, Leon can use any means of de-
struction with terrifying skill. He loves war and fighting for its own
(Quick stats) sake; issues and politics simply don’t matter. Whatever mission he
is given, he fulfills, and doesn’t care about the consequences. The
exceptions are his teammates and members of the Great House; he
Colin Loker will protect each and every one with his life if needed. Leon also
fancies himself a ladies’ man and somehow manages to seduce
both naive girls and married women with alarming frequency.
Call Sign “Apollo,” 10th level Dreadguard Attributes: I.Q. 15, M.A. 16, M.E. 16, P.S. 21, P.P. 23, P.E. 18,
As a child, Colin displayed exceptional physical talents and was P.B. 11, Spd 18.
encouraged to pursue Dreadguard training. As expected, he ex- Notable Skills: Host Pilot Combat 98%, Operate Bio-Equipment
celled and quickly rose to the rank of Platoon Commander. Colin 98%, Forced March.
has been offered advancement to the Janus Senate on numerous Notable Equipment: “Hyperion,” his personal Host Armor. Hy-
occasions, yet each time he’s refused the promotion. This Dread- perion has all the standard Host Armor features, plus Resistance
guard is a natural-born warrior, a pure fighter through and through, to Heat, Heat Projector Cannon, Plasma Breath, Combat Spurs
who feels most at home on the battlefield with his platoon. A val- and Screamer Grenades.
iant and brilliant soldier, Apollo and his Apollo’s Warriors Platoon Combat Bonuses: 6 attacks per melee; +3 initiative, +7 to strike,
have repeatedly beaten numerically superior forces. He is widely +11 to parry, +3 to dodge, +4 to entangle, +2 to disarm, +4 to
recognized as one of the Resistance’s foremost experts in small roll with punch, fall or impact.
unit tactics and one of the most accomplished platoon commanders
alive. He is very proud of his skills and the fame that follows it.
An extremely honorable man in combat and with his platoon,
Dreadguard Apollo is not without his flaws. Though he recognizes
Jason Mercer
their strategic benefits, Apollo despises Technojackers (referring Call Sign “Lycaon,” 8th level Packlord
to them as “undesirable elements”) and will only grudgingly ac-
cept their assistance. When not on duty, Colin is a drinker and a As an elite Packmaster promoted to the status of Packlord for
brawler; the terror of any place he visits. He never hurts anyone House Janus, Mercer is a no-holds-barred, trophy collecting, re-
seriously (the brawls are mostly for fun) but he cares little for prop- lentless Bounty Hunter and Huntsman of alien predators and ma-
erty damage. chines, and specializes in Anti-Splicer combat. He enjoys hunting
with his tenacious pack of enhanced Mauler Gorehounds. Even
Attributes: I.Q. 14, M.A. 16, M.E. 16, P.S. 21, P.P. 23, P.E. 18, seasoned Dreadguards and large War Mounts have succumbed
P.B. 10, Spd 18. to his infamous hunts. Lycaon and his pack are a fine-tuned kill-
Notable Skills: Host Pilot Combat 98%, Operate Bio-Equipment ing force as he has exceptional control over these hyper aggres-
98%, Forced March. sive canines. Instead of using chaotic melee engagements, Mercer
Notable Equipment: “Helios,” his personal Host Armor. Helios will coordinate horrific attacks with strategic precision. He typi-
has all the standard features, plus Resistance to Heat, Heat Pro- cally allows his Maulers to charge in on targets while he supports
jector Cannon, Plasma Breath, Combat Spurs and Screamer them with long-range cover fire; hopefully flushing, wounding
Grenades. or pinning his targets while the Maulers flank their opponents’
Combat Bonuses: 6 attacks per melee; +2 initiative, +9 to strike, position(s). Lycaon’s primary goal is to stall for enough time for
+11 to parry, +11 to dodge, +2 to entangle, +2 to disarm, +4 to his fastest Maulers to close in on the victims, where they can do
roll with punch, fall or impact. their deadliest work. Once the Maulers engage, it is only a few
seconds thereafter before his heavy-hitters join the fray and the
decimation of the prey begins. Most adversaries are considered
95
lucky if Mercer decides to gore them with one of his acid tentacles Attributes: I.Q. 16, M.A. 17, M.E. 19, P.S. 17, P.P. 18, P.E. 21,
versus leaving them to a brutal death by the Maulers. Unlike most P.B. 14, Spd 27.
Splicers or War Mounts, Mercer’s pack has learned and taken a Notable Skills: Interrogation 65%, Blind Fighting 85%, and Vital
liking to Splicer flesh (armor and all), and will quickly consume Points.
whatever they rip off and rush in for more. Notable Equipment: Gavin has been gifted the Packlord Armor.
Attributes: I.Q. 17, M.A. 18, M.E. 16, P.S. 19, P.P. 21, P.E. 21, It has all the standard Packlord features plus the following en-
P.B. 10, Spd 12. hancements: Advanced Senses, Motion Detection and Chame-
leon Skin. He carries a Heavy Pod Rifle with two Bore pistol
Notable Skills: Prowl 90%, Tracking 90%, Surveillance 95%.
side arms for long-range excursions and an Acid-Edged Short
Notable Equipment: Mercer has been gifted the Pack Lord Ar- Sword and Sickle Axe when not using his Gore Tentacles.
mor. It has all the standard Packlord features plus the following Combat Bonuses: 6 attacks per melee; +2 initiative, +3 to strike,
enhancements: Advanced Senses, Motion Detection and Cha- +5 to parry, +5 to dodge, +2 to entangle, +3 to pull punch, +2 to
meleon Skin. Mercer also has Bio-Energy Expulsion Vents on roll with punch, fall or impact.
the back of his hands and he wields a Heavy Pod Rifle with two Orion’s Pack (6): Gavin has 3 Shredders, 1 Shocker with a Bio
Bore pistol side arms for long range excursions and an Acid Force Field and 2 Standard Gorehounds.
Edged Short Sword and Sickle Axe when not using his Gore Orion’s Standard Gorehounds Quick-Stats:
Tentacles. M.D.C. by Location:
Combat Bonuses: 7 attacks per melee; +4 initiative, +4 to strike, Front Legs (2) – 69 each
+5 to parry, +5 to dodge, +3 to automatic dodge, +2 to disarm, Hind Legs (2) – 97 each
+5 to roll with punch, fall or impact. Head – 137
“Mercer’s Maulers” Gore pack (6): 1 Cerberus type with a Bio- Main Body – 260
Force Field (180 M.D.C.), 3 Shredders, and 2 Shockers with Height: 4.5 feet (1.4 m) at the shoulders, 6 feet (1.8 m) to the
Regeneration: Enhanced. top of the head.
Width: 3 feet (0.9 m) shoulder to shoulder. Length: 10.5 feet
(3.2 m) from the tip of the nose to the end of the tail.
Gavin Weight: 500 pounds (225 kg).
Physical Strength: 23, Supernatural. Horror Factor: 12 individ-
ually, 16 with Orion’s Pack.
Call Sign “Orion,” 7th level Packlord
Senses and features: Standard Gorehound plus the following:
Highly intelligent and with an excellent grasp of tactics, Gavin Chameleon Skin, Motion Detector Antenna, Reinforced Exo-
is becoming the perfect Packlord. Years of military service and skeletons, a shoulder mounted Heat Projector, Increased Meta-
search and destroy missions have made Gavin an efficient soldier. bolic Rate, thus an overall increased speed of 120 mph (192
And an even more efficient killer. Gavin has discovered he’s not km).
only good at killing, he enjoys it. Gavin is a psychopathic killer Number of Attacks: Six.
without a shred of humanity, on his way to becoming a mass mur- Combat Bonuses: +6 Initiative, +6 to strike, +2 to parry, +4 to
derer. Like many psychopaths, Gavin acts surprisingly normal and automatic dodge, +3 to pull punch/bite, +4 to roll with punch,
can be charming and outspoken. However, there are hints to his fall or impact, +2 to disarm, +4 to save vs Horror Factor, +2 to
darker nature. He is a brutal interrogator, always fights to kill, and save vs poison/toxins and disease. Impossible to sneak up on.
never takes prisoners; he kills everyone he fights unless somebody Combat Capabilities: Restrained Head Butt: 1D6 S.D.C., Full
intervenes. When Gavin commits a murder, he plans it very care- Strength Head Butt: 2D6 M.D. (+1D6 M.D.)., Pawing Claw
fully, leaving no clues pointing to him. So far, he has murdered a Strike with Front Legs: 5D6 M.D., Biting Attack: 3D6 M.D.,
dozen innocent civilians, not counting the combatants he’s killed Leap Attack: 2D6 M.D. and Running Leap Attack: 7D6 M.D.
in battle. He’s so careful in his planning, no one yet suspects him (Leap Attack and Running Leap Attack have standard Gore-
of his crimes. hound likelihood knockdown percentages as mentioned in the
Splicers® RPG, page 118.)
96
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